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madrussian

Making a BUSY squad unit take orders again

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MadRussian, this is truly incredible work. Ambient civilians have been a bugbear for a lot of people, and your work looks to go quite some way to really increasing their value.

If I understand one of your early posts correctly, could this system be used to spawn ambient BLUFOR or OPFOR? To me this would really add a lot. Imagine being in a town and having a few "off duty" BLUFOR cruising around (and able to be recruited), or never knowing when OPFOR might walk out of a building and take issue with you.

Can't wait to see what you come up with!

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That is really remarkable :pc:
MadRussian, this is truly incredible work.

Thanks for the kind words guys! But don't thank me too much until I actually get something released. :)

Given the number of islands and the length of time for the check, are you planning to analyse them all yourself, or will you release the tool?

In either case, I would be willing to carry out some overnight runs to help out.

I definitely plan on releasing the dead-zone detection tool along with the ALICE2 release system, with pre-generated data for Takistan and Linger. I must confess however, I'm not 100% sure which islands vanilla ALICE2 even works on though. ALICE2 picks its spawn points based on memory points "AIspawnpos_#", which I think are only found in OA buildings and terrains that use these buildings (of which Linger happens to be one).

I believe that's a big part of what Wolffy did with the Module Improvement Project. That is to say, making ALICE2 work with Chernarus and terrains with those buildings. The main difference I've noticed between ALICE1 and ALICE2 is that in ALICE1, civilians get moved inside and outside of solid buildings (with no interiors). While in ALICE2, all the possible buildings have interiors, so there's no need for the system to pop civilians in and out. That's my understanding, anyway.

So the short answer is, I can provide dead-zone data for as many terrains as ALICE2 will work for. Btw- Thanks for being willing to run some overnight data-mining Orcinus. I may take you up on that!

If I understand one of your early posts correctly, could this system be used to spawn ambient BLUFOR or OPFOR? To me this would really add a lot. Imagine being in a town and having a few "off duty" BLUFOR cruising around (and able to be recruited), or never knowing when OPFOR might walk out of a building and take issue with you.

Yes! Actually to be specific, vanilla ALICE 2 does two things:

1. Limits it's pool of possible created units to those marked as CIVILIAN in the config.

2. Creates the ambient people on the civilian side.

I modified part 1, to allow creation of units which are of any side in the config. They still get created on the civilian side (and all in one group per town), but with my release system you can easily: create any-config-side guys, and join them to any side you wish! So yes, your "off duty" idea is quite plausible, but you do need to release these men, to have them fight effectively (independent from random lengthy and quite inappropriate conversations with other AI, etc).

Edited by MadRussian

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Thanks for being willing to run some overnight data-mining Orcinus. I may take you up on that!

Cool. I would be interested in Fallujah, for example, as several people gave had no joy getting Alice 2 to work (though others have had no problems). Fallujah is brilliant but somehow doesn't seem right with no civs getting in your way / running you over :)

I modified part 1, to allow creation of units which are of any side in the config. They still get created on the civilian side (and all in one group per town), but with my release system you can easily: create any-config-side guys, and join them to any side you wish!

That could make for some nastily realistic scenarios - e.g., have the side they're released to depend on which army kills the most civs in, say, the first 15 or 20 minutes of a battle in that town/city. Player(s) won't know if/when the populace will turn on them, nor what proportion (the more civ deaths in the chosen timeframe, the more civs grab guns) .

Edited by Orcinus

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I'm willing to run whatever you want mate .... just ask. My dedi server is at your disposal.

Some really great progress so far. Keep it up!

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Fallujah is brilliant but somehow doesn't seem right with no civs getting in your way / running you over :)

That could make for some nastily realistic scenarios - e.g., have the side they're released to depend on which army kills the most civs in, say, the first 15 or 20 minutes of a battle in that town/city. Player(s) won't know if/when the populace will turn on them, nor what proportion (the more civ deaths in the chosen timeframe, the more civs grab guns) .

Orcinus, we are completely on the same wavelength here! This is exactly the type of thing I'm attempting to enable with this project.

Cool. I would be interested in Fallujah, for example, as several people gave had no joy getting Alice 2 to work (though others have had no problems).

I wonder if the difference between those who are able to get ALICE2 working on Fallujah and those who can't is simply that some are using Wolffy's Module Improvement Project, and others aren't? Thoughts?

Some really great progress so far. Keep it up!

Many thanks! Btw- There is something you and Orcinus can help me with in the short term. If you guys would like to see this release system work on more islands, perhaps you could check out vanilla ALICE2 on your favorite terrains, with debug mode on (so you can see the system's operations visually on the map). Allow yourself to teleport around using:

 onMapSingleClick "player setPos _pos";

You know, simply to see which terrains work and to what extent. Whichever islands/terrains we find worthwhile, we can easily extract dead-zone data for. A little help in this area would allow me to focus on getting this release system polished up, and out for you all to start using. Maybe we can team up with and/or pick Wolffy's brain at some point, if he's interested. Might save a bunch of time/energy.

In any event, just thinking out load. No pressure on anyone to do anything they don't want to. :)

Another couple quick things I'm adding:

Tags for creating only disarmed people -and- tags for women or men only. These would be useful for example, so you can get a fifty-fifty mix of CIV women and disarmed Wolle fighting civs, for a proper mix of seemingly passive civs, before the male RES guys get released, grab guns, and start shooting up the place.

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If you guys would like to see this release system work on more islands, perhaps you could check out vanilla ALICE2 on your favorite terrains, with debug mode on (so you can see the system's operations visually on the map). Allow yourself to teleport around using:

 onMapSingleClick "player setPos _pos";

You know, simply to see which terrains work and to what extent. Whichever islands/terrains we find worthwhile, we can easily extract dead-zone data for. A little help in this area would allow me to focus on getting this release system polished up, and out for you all to start using. Maybe we can team up with and/or pick Wolffy's brain at some point, if he's interested. Might save a bunch of time/energy.

Kremator is not a scripter :) I wonder if using Mission Control Centre (MCC by shay_gman) would be useful here? Being able to TP anywhere on any island. You can also allow Civs to spawn.

Will have a look :)

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I wonder if the difference between those who are able to get ALICE2 working on Fallujah and those who can't is simply that some are using Wolffy's Module Improvement Project, and others aren't? Thoughts?

I'll have to go back & check the thread (this is a very brief visit before dinner hits either the table or me eek: ) but IIRC I think some people were getting vanilla ALICE2 to work.

Many thanks! Btw- There is something you and Orcinus can help me with in the short term. If you guys would like to see this release system work on more islands, perhaps you could check out vanilla ALICE2 on your favorite terrains, with debug mode on (so you can see the system's operations visually on the map). Allow yourself to teleport around using:

 onMapSingleClick "player setPos _pos";

You know, simply to see which terrains work and to what extent. Whichever islands/terrains we find worthwhile, we can easily extract dead-zone data for. A little help in this area would allow me to focus on getting this release system polished up, and out for you all to start using. Maybe we can team up with and/or pick Wolffy's brain at some point, if he's interested. Might save a bunch of time/energy.

OK, sometime in the next few days I'll have a poke around on Fallujah. Btw (well, not, actually) - how do you turn debug on in ALICE2?

Tags for creating only disarmed people -and- tags for women or men only. These would be useful for example, so you can get a fifty-fifty mix of CIV women and disarmed Wolle fighting civs, for a proper mix of seemingly passive civs, before the male RES guys get released, grab guns, and start shooting up the place.

Don't exclude all the women from the ranks, in many conflicts from Northern Eire to South Africa, etc., women have taken up arms against repressive governments or people of different religious cults.

@Kremator: if you mean you're unsure of the use of the code, you just put a unit on the map as player, save it, create an init.sqf & paste the code into it. Reload the mission & click anywhere on the map & you move there.

Dunno about MCC, I'll have to have a look...tomorrow.

Food!

Edited by Orcinus

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OK, sometime in the next few days I'll have a poke around on Fallujah. Btw (well, not, actually) - how do you turn debug on in ALICE2?

Just put this into the init of the ALICE module

 this setvariable ["debug",true];

EDIT: And by the way, Fallujah ambient civs spawn fine for me with vanilla ALICE2. The only time they don't is if there is a config clash with another loaded custom map (eg Faysh Khabur).

Edited by tpw

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Thanks, tpw.

I haven't checked the Fallujah thread yet - won't have time til this afternoon - but I remember that conflict issue being raised. IIRC at least one poster responded that they had only Fallujah loaded & still couldn't get Alice2 to spawn civs.

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Kremator is not a scripter :)

Laughed at loud when I read this. No worries Kremator. :)

Don't exclude all the women from the ranks, in many conflicts from Northern Eire to South Africa, etc., women have taken up arms against repressive governments or people of different religious cults.

Believe me, I would love to have armed resistance women running about. That was something I think many of us took for granted back in the days of OFP. But sadly BIS decided not to include the proper weapon animations for women in ArmA2, presumably to avoid the bad press that would result from all those inevitable YouTube videos of women getting slaughtered, etc. :p

From a "mission possibilities" perspective, however, yes we could really make fantastic use of armed women! I did see some mod work at some point towards this end for ArmA2. Anyone know of any success getting armed women to work?

Fallujah ambient civs spawn fine for me with vanilla ALICE2. The only time they don't is if there is a config clash with another loaded custom map (eg Faysh Khabur).
IIRC at least one poster responded that they had only Fallujah loaded & still couldn't get Alice2 to spawn civs.

Wow, that's really quite interesting, that one island config can mess up ambient civs on another island. Makes since though, as the same can happen with jungle sounds and water color.

In any event, nice detective work guys! Sounds like one way or ther other, we should probably include dead-zone data for Fallujah. If it works for some people, might as well.

Speaking of dead-zone data, just finished up Linger:

35 towns * 360° / 30° * 120 seconds = 50400 seconds = 14 hours (Apparently for some islands, it goes beyond an overnight test!)

Dead-zone detector revealed 219 bad buildings. That's 6.25 bad buildings per town on Linger, vs 5.7 bad buildings per town on Takistan (which was 137 bad buildings / 24 towns).

Here's what Linger's dead-zone data looks like on the map:

Linger Dead-Zones (217 kB)

Note that many, if not all the new areas from Linger 1.337 do not spawn civilians. I hope IceBreaker eventually adds ALICE2 locations to these incredible new parts of the map! (Though I suppose we can always add them ourselves in the mean time via BIS_alice_mainscope variable "townlist".)

I also noticed that the capital Maruko has far fewer bad buidlings than I would have expected.

Bad building positions (Linger):

[[6599.26,6118.28,-9.53674e-007],[6591.69,6151.83,-7.62939e-006],[7045.97,6183.86,1.90735e-006],[7044.01,6200.76,0],[7001.17,6128.47,0],
[7016.4,6129.29,0],[6795.92,6016.08,0],[6779,6049.22,0],[6806.22,6362.07,9.53674e-007],[6739.96,4721.42,-3.8147e-006],
[6457.74,4447.15,0],[6556.67,4285.23,-9.53674e-006],[6572.01,4260.87,0.048501],[6592.88,4258.52,0.189439],[6617.15,4250.88,0.00769901],
[6559.92,4304.3,-9.53674e-007],[5741.75,4479.84,-0.103647],[5725.19,4751.73,0.574846],[5619.33,4622.68,-2.86102e-006],[5639.58,4628.7,-3.8147e-006],
[5675.38,4632.79,0.0158386],[5653.15,4629.64,-5.72205e-006],[5731.33,4573.75,-0.0107746],[5820.58,4717.94,-3.8147e-006],[5822.03,4699.72,7.62939e-006],
[5820.2,4684.35,9.53674e-006],[5845.32,4683.31,-1.33514e-005],[5941.11,4575.89,-5.72205e-006],[5967.38,4548.48,0.460714],[5973.5,4572.72,1.04934],
[5969.7,4651.28,-0.00546455],[5977.15,4663.02,-0.0102482],[5989.95,4685.93,0.0349293],[5989.63,4721.77,0],[6023.66,4621.59,-0.0120049],
[6023.95,4637.13,0.00397873],[6050.69,4615.51,-0.0650749],[6051.55,4600.9,-0.15904],[6049.98,4659.47,1.63311],[6080.74,4657.94,-0.151499],
[5725.15,4507.66,0],[5778.47,4666.11,-0.00460052],[5782.22,4682.32,0],[5930.08,4530.06,1.90735e-006],[6024.86,4602.22,-3.24249e-005],
[6037.01,4687.56,0.0256882],[6051.5,4587.15,-0.178074],[6030.06,4660.35,0.00422096],[4659.42,5071.76,-0.199892],[4488.02,5745.8,-0.172005],
[4351.75,5579.52,-1.04904e-005],[4394.82,5522.09,0],[4378.67,5531.06,-0.406205],[4414.06,5508.58,0.00412941],[4449.18,5532.74,0.00163269],
[4491.84,5761.48,0.179375],[4502.63,5779.91,0.637894],[3788.43,6035.7,-0.0911331],[3772.85,6048.62,-0.0644217],[3809.41,5951.44,0],
[3808.79,5970.6,0],[3834.59,5978.2,4.76837e-007],[3812.79,6017.68,0.175988],[3799.63,6024.98,0],[3853.91,5947.17,0],
[3873.64,5978.29,0],[3852.57,5978.2,0],[3889.63,5947.02,0],[3892.32,5995.62,0],[3890.54,5980.25,0],
[3919.27,6016.19,-0.0632982],[3934.12,5920.52,-0.0172615],[4006.94,5930.14,4.76837e-007],[4009.01,5944.82,-0.247297],[4015.43,5979.4,0.0219326],
[4044.52,5986.76,0.0286045],[4042.98,6002.27,0],[4041.9,6017.48,0],[4040.99,5945.11,-0.0550714],[4979.98,6958.86,-3.8147e-006],
[5131.47,6945.27,1.90735e-006],[5141.55,6978.44,0],[5127.01,6978.67,-3.8147e-006],[5169.49,6945.33,0],[5163.19,6997.24,-1.90735e-006],
[5195.92,7020.63,-1.90735e-006],[5208.99,7044.52,-1.90735e-006],[5265.4,6951.72,0],[5266.72,7054.63,-0.000652313],[5127.66,6998.33,-3.8147e-006],
[5187.45,6944.39,0],[3599.81,6423.99,0],[3593.96,6439.11,-0.00279999],[3604.1,6384.63,-0.00723457],[3620.53,6449.1,0.0012188],
[3862.89,6504.42,-3.8147e-006],[3903.79,6483.56,0],[3926.37,6478.09,4.3869e-005],[3938.05,6452.61,-0.0125694],[3923.8,6446.75,-5.72205e-006],
[3374.1,6430.93,0.0147591],[3382.69,6465.54,-0.103283],[3564.58,6419.08,1.90735e-006],[3568.79,6434.18,0],[3567.75,6448.09,-3.8147e-006],
[3039.7,6261.09,0],[3136.03,6026.58,1.90735e-006],[3165.73,6040.9,-7.62939e-006],[3250.6,6159.9,1.90735e-006],[3300.03,6114.57,9.53674e-007],
[3314.22,6113.75,0],[3320.41,6133.05,9.53674e-007],[3302.25,6132.79,9.53674e-007],[3294.13,6187.26,1.90735e-006],[3312.41,6162.82,0.016099],
[3292.17,6204.16,0],[3335.25,6114.75,0],[3185.12,6022.43,-0.0104446],[3168.61,6002.25,-5.72205e-006],[3180.93,6038.59,0.393127],
[3294.4,6162.86,9.53674e-007],[3338.42,6133.02,0.0113249],[3294.37,6064.17,-1.14441e-005],[2988.48,6257.81,-9.53674e-007],[2984.49,6298.06,9.53674e-007],
[3019.63,6259.93,-1.90735e-006],[3031.87,6287.39,-5.72205e-006],[3011.86,6286.76,-9.53674e-007],[3061.42,5826.13,0.00396252],[3075.36,5852.44,0],
[3085.5,5825.95,-0.05408],[3135.33,5813.01,0],[3150.69,5810.65,0],[3132.29,5830.52,4.76837e-007],[3134.38,5844.92,0],
[3132.98,5947.01,0],[3134.66,5962.54,0],[3148.1,5964.73,0],[3165.91,5811.47,0],[3209.3,5844.42,1.90735e-006],
[3208.89,5867.5,-9.53674e-007],[3185.1,5890.28,9.53674e-007],[3154.71,5843.17,-9.53674e-007],[3210.04,5908.33,-0.00654793],[2777.01,5832.9,-1.90735e-006],
[2782.7,5813.12,-1.90735e-006],[2799.41,5849.57,0],[2772.77,5857.35,-2.38419e-006],[2801.32,5831.67,0],[3308.33,5187.03,-5.72205e-006],
[3319.79,5209.51,-1.14441e-005],[3324.71,5187.23,-3.8147e-006],[3355.84,5186.33,-7.62939e-006],[3325.61,5174.13,0.000324249],[3354.85,5170.6,0.00109959],
[3348.16,5209.31,0.658739],[3367.74,5183.03,0],[3384.38,5181.79,-6.67572e-006],[2878.46,5441.44,-2.57492e-005],[2673.23,5399.87,0],
[2674.11,5441.37,0.00952816],[2701.93,5372.61,-0.0563164],[2772.94,5346.81,-2.86102e-006],[2863.99,5317.37,-4.76837e-006],[2863.9,5330.75,-4.76837e-006],
[2847.39,5356.24,-6.67572e-006],[3036.03,4623.75,-9.53674e-006],[3028.99,4609.04,-3.8147e-006],[3061.31,4596.87,-5.72205e-006],[3069.61,4612.29,-3.8147e-006],
[3078.65,4638.97,-3.8147e-006],[3052.72,4617.29,-3.8147e-006],[3086.41,4610.96,-5.72205e-006],[3134.33,4559.61,-5.72205e-006],[3135.14,4586.06,-1.90735e-006],
[4569.89,3066.77,-0.0329361],[4767.89,3101.89,0],[4742.47,3101.44,0],[4129.49,3792.69,-5.72205e-006],[5465.91,3149.35,-1.43051e-006],
[5468.14,3122.49,3.8147e-006],[5456.33,3137.49,-9.53674e-007],[5477.93,3159.19,0],[5495.76,3108.72,-0.00820112],[5502.28,3138.54,-9.53674e-007],
[5608.94,3118.63,9.53674e-007],[5625.84,3120.59,1.90735e-006],[5607.16,3103.26,0],[5664.89,3120.68,0],[6589.35,3288.77,0.146064],
[6586.65,3307.51,-0.0480852],[6604.53,3285.66,0],[6677.89,3235.43,-7.62939e-006],[6678.28,3328.64,9.53674e-007],[6677.63,3362.78,0],
[6680.32,3290.67,9.53674e-007],[4807.88,2618.95,0.0343456],[4803.96,2645.1,0.014143],[6717.49,2096.82,-0.0541401],[6767.4,2098.04,0],
[7288.3,1912.5,0.00783348],[7426.51,1817.6,-0.00645828],[7420.01,1956.88,-9.53674e-007],[7424.18,1940.76,-9.53674e-007],[7410.55,1979.96,-1.43051e-006],
[8094.07,2790.13,-2.38419e-006],[8322.87,2889.05,0],[8369,2805.11,0],[3587.48,1268.16,9.53674e-007],[3697.43,1302.49,0],
[3718.96,1317.66,0],[3804.61,1331.53,-6.67572e-006],[3718.71,1337.88,0],[3733.41,1272.15,0],[8395.03,8005.13,-6.67572e-006],
[8457.87,7966.79,-2.86102e-006],[8337.12,8872.07,-4.76837e-006],[8352.97,8892.76,-5.24521e-006],[8362.61,8873.38,5.24521e-006]]

Quick update on ALICE2 Release System. I've got the new tags (disarm, women-only, men-only) in place and working. Lots of code cleanup (and some optimization) still to do. Getting somewhat closer to sending you guys a beta. Again, thanks for the interest. I'm getting excited to see what you all might come up with mission-wise for these newly releasable ambient civs!

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Hi mate

Hey, really good progress :)

Might be worth contacting Icebreakr now, he's in the process of debugging & making some other changes to v1.337. The current version is really very fine already, having civs spawn properly will be icing on the cake. Perfect for drug-running/busting scenarios, inter alia.

Just let me know when you have a beta nearly ready, I'll juggle my schedule to get some early testing done.

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Hi all, quick update on my ALICE2 Release Mechanism.

I've been working steadily the past couple weeks on finishing up the system, getting all the kinks worked out, etc. I am happy to report its now polished up and basically ready to go. Btw- I got the AI doors from ALICE1 working as spawn points, so it now works like a charm on Chernarus, and any terrain with such buildings (including a mix of old and new buildings). Also btw- Chernarus has far fewer deadzones than Takistan or Linger, so that's more good news!

Added a few more bells and whistles, including the insert function, which enables you insert editor placed units (or those created on-the-fly) to town. Also, I added back the optional ability to force a town to stay populated with no player presence. (This was in ALICE1, but apparently absent from vanilla ALICE2.) Now mass-populating and mass-depopulating are possible, for some instant refugee action! :cool:

Here's the thing. We have one final yet fundamental hurdle to overcome.

First a bit of background on how the release works. ALICE2's towns store all of their civs in a single civilian group, one per town. Part of the release is obviously to remove the civs from the town's civilian group, and place them into a desired group of any side. The only way to accomplish this (that I am aware of) is using the join command. When my release function is called, the specified units do indeed join the desired target group, and are completely severed from the ALICE2 system. That is to say, all related FSMs running on the unit are halted, all ALICE variables are removed from the unit, and the unit is removed from the town's population, etc. So far so good.

There's just one problem, and it's not even related to my release system or ALICE2 at all. (Verified this in a test mission with ALICE2 and my release system completely stubbed out.)

Apparently, when you join units from a civilian group to a fighting side group (for example west), under certain conditions some of these units become "non-reactive". That is to say, if you have a group of civilians standing in front of a bunch of fully armed east soldiers (with both groups in plain view of one another), then join the civilian side guys to a newly created west group, the east men will shoot and kill many of the newly-joined west men, but under certain conditions, they will not detect some of the newly-joined west men as a threat. (The east men will glance at them, etc, but not shoot them.) Likewise, the newly joined west men will not react to the presence of the armed east men.

Now, as soon as you do another join of those newly-joined west men into a 2nd newly created west group... then the east men begin shooting and the west men react.

I know I've seen a number of posts (and references in a readme or two), that mention "non-reactive" units. If I recall correctly, Silola was getting them with DAC if he did something specific. Seem to recall it was creating his units to quickly or something similar.

So, here's the question:

Who among us has experience with "non-reactive" units? What do we think/know causes them? How do we remedy them? (Aside from the crude "double join" solution mentioned above.)

[side question- Aren't there one or more default BIS missions where units change sides based on alliances, etc? Does anyone encounter "non-reactive" units in these missions?]

If we can work past this one final issue, I foresee absolutely no additional barriers to getting this baby out. :)

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Really good news in general. Sorry I can't help with the non-reactive units. Is it perhaps something to do with waiting for UnitReady? Maybe the newly joined units need some command to do on joining (would that sort it ?)

When finally released it will be a good idea to have a sample mission(s) that give a general hint as to what this new system can do.

Cheers

Krem

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I did try a number of things to remedy the non-reactivness, including disabling then reenabling simulation on the unit via enableSimulation, but none of that has worked thus far. The only thing that seems to work is a second join. [Also, I'm pretty sure based on running into something similar long ago that a re-join of the enemy units will remedy the non-reactiveness as well, but I think we'd like to confine any additional action (like joins etc), to the guys getting released.] What I don't know yet is whether a second join will prevent non-reactiveness 100% of the time. Some large-scale tests are in order to find out.

However... Best bet is if someone knows what causes "non-reactive" units in the first place, we can simply avoid the thing that makes them.

When finally released it will be a good idea to have a sample mission(s) that give a general hint as to what this new system can do.

Good idea Krem, I'm on it. :)

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Perhaps having some dummy unit that will always be joined then immediately unjoined (ready for the next joiner)?

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Krem, this is an idea is worthy of pursuing. I know DAC uses various dummies (from looking inside).

Also, I created a thread on the "Non-Reactive" AI issue here, to see if we can't help more people who may be having the same problem (while trying to join units from one side to another).

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I can confirm ALICE2 works on Fallujah running vanilla Arma2 CO. Where the problems arise are when other maps seem to conflict somehow (mentioned before), and with Fallujah, I believe civilians will only spawn out of one type of house (one of the 2 storey ones with the upper balcony... read this on the forums somewhere recently). Apparently this was done to conserve resources as there are a lot of enter-able buildings on that map. When I was testing this the other day I can see why people think it's not working as sometimes it's pretty quiet on the streets :)

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