meade95 0 Posted May 16, 2011 Does placing Civs with say an UPSMON script assoicated with them. use more resources using ALICE or Civ Module? Share this post Link to post Share on other sites
bushlurker 46 Posted May 16, 2011 Does placing Civs with say an UPSMON script assoicated with them. use more resources using ALICE or Civ Module I'd think it would... I had a basic suicide bombers script in my little personal Fallujah PMC domination... I put 50 civs on the map in a single big UPS zone, wandering at random - all primed to be bombers... Fallujah's a BIIG city - it worked out you saw maybe 4 civilians in an average evening, and they got shot on sight - 'cause they were obviously suicide bombers... 50 civs on the map - and you see maybe 4 in a play session... not good... With the ALICE module there's like 10 or 15 - in your immediate area - and that "immediate area" moves with you... and with a different suicide bomber script - maybe hitched to a random genuine civ, you have much much more confusion for players about who's dangerous and who's not... plus only 15 units wandering the map instead of 50... Sounds like more efficient to me..... B Share this post Link to post Share on other sites
Marko112 10 Posted May 16, 2011 (edited) Nice work on the new update shezan! ArmedAssault.info Mirror and News: Edited May 16, 2011 by Marko112 mirror added Share this post Link to post Share on other sites
shezan74 11 Posted May 16, 2011 Well... i must say that Bushlurker is the real creator of civilians on Fallujah... i simply packed his p3d's, so every credit is to him. I personally have a good bottle of scotch whiskey to be mailed to him... we have nice scotch here in Italy ;) Nice work on the new update shezan! Thank you Marko for providing mirror and space :) Share this post Link to post Share on other sites
mikerally 12 Posted May 17, 2011 sweeetttt:bounce3: Share this post Link to post Share on other sites
supergruntsb78 67 Posted May 17, 2011 Well... i must say that Bushlurker is the real creator of civilians on Fallujah... i simply packed his p3d's, so every credit is to him. I personally have a good bottle of scotch whiskey to be mailed to him... we have nice scotch here in Italy ;)Thank you Marko for providing mirror and space :) what do i need to do to also get a bottle ? :p the city is getting better and better all the time keep it up (one little request though , please make som larger emptry spot so mission builders can create a government centre (or create one please) ) Share this post Link to post Share on other sites
Tonmeister 14 Posted May 18, 2011 cool! ive been playin around with MSO on Fallujah, so i'm interested to see how the changes influence things. If the ai could ever one day show their appreciation they'd be doin burnouts on the main drag of fallujah eb Share this post Link to post Share on other sites
rikjuuh 10 Posted May 19, 2011 great map but I can't join a server with Fallujah. to high ping (I'm based in Holland) or I need ACE.... :( Share this post Link to post Share on other sites
M0ldyM!LK 0 Posted May 20, 2011 great map but I can't join a server with Fallujah. to high ping (I'm based in Holland) or I need ACE.... :( Elite Arma Warriors is running a Fallujah Insurgency server. It's US based, but we have a couple guys from Germany hop on with good pings. No ACE (Having any ACE folders will get you kicked, by the way) :) Share this post Link to post Share on other sites
rikjuuh 10 Posted May 20, 2011 ok, so just filter for Elite Arma Warriors? (just to be sure) if I got some time I'll hop on. Share this post Link to post Share on other sites
johanna 11 Posted May 21, 2011 Super, awesome, epic work man! Just have one small thingy i have to ask, whats up with the street lights? Look @ 1:10 bGC0Gyg45Cs Share this post Link to post Share on other sites
shezan74 11 Posted May 21, 2011 it's a characteristic of the Arma2 city streets. I think it's related to performances. the light shows up only when you're close to the lamp. I wondered how fallujah could be with the lightning system correctly working, when viewed from the air :) Share this post Link to post Share on other sites
johanna 11 Posted May 21, 2011 (edited) it's a characteristic of the Arma2 city streets. I think it's related to performances. the light shows up only when you're close to the lamp. I wondered how fallujah could be with the lightning system correctly working, when viewed from the air :) It would look fantastic! Dont know where i saw it, but someone made a function to the powersource, and if you blew one of those up, the lights would go dark! Just a cool thing that could be added :D -Edit Is it possible alter and put runway lights in the streetlights? i mean, you could see the runway lights for miles. And alter the yellow color to white, hmm fallujah @ night Edited May 21, 2011 by johanna Share this post Link to post Share on other sites
johanna 11 Posted May 22, 2011 Hey it works! check it out :D http://data.fuskbugg.se/skalman02/4dd867b2409e1_arma2oa%202011-05-22%2003-25-22-79.png http://data.fuskbugg.se/skalman02/4dd8683794d50_arma2oa%202011-05-22%2003-26-53-13.png http://data.fuskbugg.se/skalman02/4dd867e73f0ad_arma2oa%202011-05-22%2003-27-32-13.png (far far away to the right of the tower) http://data.fuskbugg.se/skalman02/4dd86863e47c0_arma2oa%202011-05-22%2003-28-24-91.png Lets turn Fallujah into LasVegas! Share this post Link to post Share on other sites
shezan74 11 Posted May 23, 2011 Nice :) Maybe could be easier to change light models instead of hand placing runway lights on 10.000+ street lights :) +1 for next release ;) Share this post Link to post Share on other sites
johanna 11 Posted May 23, 2011 Hehe yes prob! i´m no good at such stuff tho, just had to test it with hand placing the lights :) Oh and check this out! http://forums.bistudio.com/showthread.php?t=99326 Share this post Link to post Share on other sites
der_Thomas 10 Posted May 23, 2011 Fallujah was from the beginning on one of my favourite maps. Very nice, you did a great job, thank you very much!!! Share this post Link to post Share on other sites
meade95 0 Posted May 25, 2011 Does the BIS Civ Module work with Fallujah? What advice for giving the best performance and having Civs in about a 500 X 500 area on Fallujah map? Share this post Link to post Share on other sites
tpw 2315 Posted May 25, 2011 Does the BIS Civ Module work with Fallujah? What advice for giving the best performance and having Civs in about a 500 X 500 area on Fallujah map? Yes it does in 1.2. Just put the ambient civilian (expansion) module down in the editor and you'll see a few civs in the city proper. They barely impact performance (I've never seen more than 4-5 at a time). The ambient civilian vehicles module tends result in a bigger FPS hit in my experience. Share this post Link to post Share on other sites
wilf55 10 Posted May 29, 2011 Has anyone else experienced issues with using the map in Fallujah v1.2 ? I can only zoom down to 200m resolution using the mouse, I can zoom in further if I use the keyboard - but as soon as I let go of the key it zooms back out to 200m res. As well it looks like the north/south map coords reset themselves halfway through the city. Any ideas ? Share this post Link to post Share on other sites
wolf5 13 Posted May 29, 2011 If you using ACE, it's normal. Only 4 digits on the map Share this post Link to post Share on other sites
bushlurker 46 Posted May 29, 2011 (edited) Just put the ambient civilian (expansion) module down in the editor and you'll see a few civs in the city proper. They barely impact performance (I've never seen more than 4-5 at a time). The ambient civilian vehicles module tends result in a bigger FPS hit in my experience. To keep the numbers of Civs within sanity levels in an environment like Fallujah, they're limited to "living" in a few key residential-type buildings... some areas have more of these houses than others - so some areas have more inhabitants than others... The Ambient Civilian (Expansion) module cunningly limits the civs - usually - to an area of roughly 500m... in an average residential-style area, that could mean anything up to 20 Civs, though you won't see them all at once of course - they're wandering the streets of that 500m area... One easy way to visualise what's happening is to use the Editor... * place a player somewhere in the town (civilian players are less frightening than soldiers ;)) * Add an Ambient Civilian (Expansion) Module, and paste this into it's init line... this setvariable ["debug",true] (I think ;)) ... and hit "preview"... Immediately go to map mode and you'll be able to see all the invisible "City Center" zones Shezan has included in the town... Give it a minute or two and you'll see the zone you're in become "active" and you'll see markers for civs and their matching houses appear and they'll start to wander... Notice also on the map the grey shaded lines which seem to connect the civilian zones... these are Shezan's pre-programmed "neighbors" parameters - connecting the zones... If a civ decides to take a drive he has somewhere to go! Also - technically - Civs might "know about" things happening in neighbouring zones - but that's all a little hit and miss... While you're in debug civilians mode - try placing an Ambient Civilian Vehicles Module too - put the same debug line in it's init line - you'll get markers for all the vehicles too! - Notice however that, in order to tempt civs to actually use the vehicles and travel about a bit - the Vehicles Module DOESN'T limit itself to your immediate CityCenter zone - but populates the neighbouring zones as well! This is why there could be a noticable additional FPS hit from the Vehicles Module... Generally - if you actually want civs driving around, I'd suggest skipping the default Ambient Vehicles and taking a look at Trexians "JTD Ambient Traffic"... this requires the Civs Module to be placed, but it takes care of the vehicles itself - no need for the Vehicles Module at all, and it "forces" some civs to be drivers from the start... Works fine - but keep an eye on your FPS levels! B Edited May 29, 2011 by Bushlurker Share this post Link to post Share on other sites
tpw 2315 Posted May 29, 2011 Thanks for all the info and tips Bushlurker, very very useful. I reckon getting a decent ambient civilian vibe happening is pretty much essential to decent immersion on any map. Prior to you and Shezan's excellent work, I had to use DAC to spawn civilians on Fallujah, but they never really worked that well. To keep the numbers of Civs within sanity levels in an environment like Fallujah, they're limited to "living" in a few key residential-type buildings... some areas have more of these houses than others - so some areas have more inhabitants than others...The Ambient Civilian (Expansion) module cunningly limits the civs - usually - to an area of roughly 500m... in an average residential-style area, that could mean anything up to 20 Civs, though you won't see them all at once of course - they're wandering the streets of that 500m area... One easy way to visualise what's happening is to use the Editor... * place a player somewhere in the town (civilian players are less frightening than soldiers ;)) * Add an Ambient Civilian (Expansion) Module, and paste this into it's init line... this setvariable ["debug",true] (I think ;)) ... and hit "preview"... Immediately go to map mode and you'll be able to see all the invisible "City Center" zones Shezan has included in the town... Give it a minute or two and you'll see the zone you're in become "active" and you'll see markers for civs and their matching houses appear and they'll start to wander... Notice also on the map the grey shaded lines which seem to connect the civilian zones... these are Shezan's pre-programmed "neighbors" parameters - connecting the zones... If a civ decides to take a drive he has somewhere to go! Also - technically - Civs might "know about" things happening in neighbouring zones - but that's all a little hit and miss... While you're in debug civilians mode - try placing an Ambient Civilian Vehicles Module too - put the same debug line in it's init line - you'll get markers for all the vehicles too! - Notice however that, in order to tempt civs to actually use the vehicles and travel about a bit - the Vehicles Module DOESN'T limit itself to your immediate CityCenter zone - but populates the neighbouring zones as well! This is why there could be a noticable additional FPS hit from the Vehicles Module... Generally - if you actually want civs driving around, I'd suggest skipping the default Ambient Vehicles and taking a look at Trexians "JTD Ambient Traffic"... this requires the Civs Module to be placed, but it takes care of the vehicles itself - no need for the Vehicles Module at all, and it "forces" some civs to be drivers from the start... Works fine - but keep an eye on your FPS levels! B Share this post Link to post Share on other sites
bushlurker 46 Posted May 29, 2011 Another interesting thing to try with that Ambient Civ debug thing I described above is to make the player a BLUFOR and, when you spot a few civs, shoot them! :D... then flip back to mapmode and see the Civs "we hate you" rating rise... they're all red and angry now, and even if they do "knows about" something, they ain't in a mood to tell you... After a while they'll calm down and go all green again, but if you were to keep killing Civs, the negative rating might get so high that they'll start throwing stones at you, or even pick up a spare weapon and take a shot.... at least, that's the theory... A cunning scriptmaker could maybe hook in to that parameter - exaggerate that behaviour... maybe even tie in suicide-bombing to extreme values... so, instead of there always being suicide bombers around via predictable script, the civs would only resort to violence as a result of the players actions... Sadly, I'm not that cunning scriptwriter... oh well...:o B Share this post Link to post Share on other sites