Gone Native's Civilians:A populated Sahrani or United Sahrani with four working bus lines and as many moving civilian cars as you want, created using just scripts/functions.
For several kind of missions, like insurgency, counter-insurgency, spy or evade-and-escape missions, it would be nice if Sahrani would be populated with civilians, instead of being a beautiful but empty island.
ColonelSandersLite made an excellent suite of scripts, called "CSL populate island
" which allows one to populate any island with civilians without much lag. Unfortunately the included demo mission only populated a part of the south of Sahrani.
The demo mission placed a lot of triggers on the mission editing map, used only as location indicators.
As an improvement I decided to write an additional set of scripts, -actually .sqf's nowadays-, that allows one to populate north- and/or south-Sahrani without the need to place any triggers or any other location indicators on the map in the mission editor.
Besides moving cars, empty cars, boats etc.. just for fun I also created four bus lines who will service all the bus stops on the map.
The download "GNV_Civilians_V1-0.zip
" contains a basic demo mission in which you find the .sqf files.
The mission can run as single or multiplayer, and just allows you to have a look on Sahrani filled with GNV Civilian's with just default settings.
The documentation found in the .zip file is in .pdf:
There is a two pages Quick Start
, which allows one to populate Sahrani, also in an existing mission, with a few steps: copy the folders into the mission folder. Adjust a few lines in the init.sqs of the mission and a populated Sahrani is up and running with default settings.
To adjust any of the separate script and functions to your needs, there is a six pages Reference Sheet
. You can by example skip the boats, but keep the bus lines, and have only a few civilians running around. Or you can test the performance of ArmA on your computer to the limits by populating Sahrani with hundreds of civilians and many moving cars.
For more information, please read the Quick Start and/or the Reference SheetChangelog from beta to version 1.0:Scripting:
- Introduced more iterative loops, which made some .sqf's much smaller
- Use 'isServer' instead of '(local server)', no need to place a gameLogic vehicle any longer
- Use 'createCenter' instead of placing a dummy civilian on map in mission editor
- Added comment lines telling which town or village is populated by a statement to the .sqf's that populate the island. This allows for easy removal of unnecessary population centers by mission makers, or easy enlargement of population centers that need extra civilians
- Solved some issues in the area of Arcadia, Cayo, Tiberia were cars came stuck
- Now and then a few vehicles were driving very slow. Actually this is a 'return to formation' problem that can be solved by separating driver and passengers in distinct groups
- Zodiac playing on the water near Iguana, came stuck in the mud near a bridge. Removed some waypoints that were guiding the Zodiac into too shallow waters
- Two empty Zodiac's at a jetty in Arcadia and on the tiny island of San Tomas are better positioned, so that they actually can be used
- The radio menu allowed the repeated creation of extra moving vehicles in either the north or the south. Unfortunately these were from the fixed type, I changed these to creation of vehicles of a random type
- Removed the two civilians (playable) who where no longer of use, due to above mentioned 'createCenter'
- Added explanation of the isServer and createCenter features to documentation
- Changed code example from "while" to "for" loop
- And some small issues...