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glowbal

Interaction Scripts

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This is a work in progress thread on my interaction scripts for civilians. It currently consists out off three parts, Arrest, Search and Talking. Everything is currently Alpha state and is nowhere near where I want it to be yet. While it's been laying around for a bit already, I have decided to futher develop it and hopefully share with the rest of the community. Everything will be multiplayer compatible.

This old video shows the basic concept:

More to come soon!

Edited by Glowbal

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That's awesome! What's the "lower headset action"?

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That's awesome! What's the "lower headset action"?

Yes is part of ACRE, indeed.

Just a small update on what I've been up to main while;

Added:

- Auto Detection of any civilian on map

- Working search option

- Search vehicle option

- Generic Text for talking to civilians (random, 6 options)

Changed:

- Split up the modules (arrest, search and talk). Can each be enabled and or disabled seperately

- Colors to the addactions

- Player needs to be within 2m

Fixed:

- No more interaction with dead civilians

- No more possibly cluttering up of action menu

- Improved performance on start up

For in the near future, I plan to add/fix a few things;

- Ability to stop a moving civi

- improve the Car Searching part

- Fix a few JIP and Respawn bugs

- figure out how to put this in a module

And I've to create a few items/objects such as the KeyCuffs (to remove ACE dependancy), and certain "evidence" things.

Do you guys think I should keep keycuffs in as a dependancy to be able to arrest someone?

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Really impressive set of scripts there, something like this is dearly needed for COIN missions. Is it possible to load these captives into transports? I imagine that would make for some really snazzy snatch missions. Looking forward to release!

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Very impressive mate. Could you ensure that it doesn't require ACE to work properly ?

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Definitely looking forward to using these in coops! Really nicely thought out and like the arrested/walking with prisoner setup. As far as your, "Do you guys think I should keep keycuffs in as a dependancy to be able to arrest someone?" question--I personally feel it makes sense. Why put keycuffs in (whether ACE or your own) and end up not seeing it being used for arresting when it's the whole purpose of having them? I say make the person have to have a pair on them in order to be able to arrest someone (someone could also just toss a mate an extra pair if they ran out of base and forgot to grab them too!). :)

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It won't require ACE in the final version, just CBA.

Is it possible to load these captives into transports?

Something to work on still. Currently if you take a suspect with you and go into a vehicle, the suspect gets disattached. Then once you go out, he gets teleported to your location and attached again. But yes, I surely want to included it!

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Ok so I manged to get the load in vehicle working last week. Now I'm trying to get it MP, JIP and Respawn compatible. That's however proving to be quite difficult. I'm guessing it's something to do with the AI unit being server side and the caller of the action is a player.

Everything else, the Arrest, Search etc, is now MP/JIP/Respawn compatible. No more bugs as far I know. Next up is some improvements to search parts of both Vehicles and Civi's. Hopefuly more on this soon.

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Any news on this? How are you progressing with it, etc. etc.?

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Been a few months and I have taken a break from working on this for a while, but last week I started working on this again and made some good progress.

Some of the new features:

- Different behaviours set when talking to a civilian

- Car bombs

- (un)Load detainees in vehicles now works in MP

There is a massive to do list or rather things I want to add, but I will only post up a few I am currently working on:

- Insurgents (spotters, etc)

- Ability to order a civilian/car to stop

- Better carbombs (based on presence or timer, rather then having to search a car as demostrated in video)

I also ran a few tests on a dedicated with around 15 players and there wasn't any noticable performance drop on either clients or server. Bigger tests with 60+ players are yet to follow and will give me some better results on whatever there is anything wrong or if it all works fine.

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Oh brilliant! I seriously am looking forward to this setup. It's going to add a whole new element of fun to missions for sure. Can't wait!

As far as the search animation is concerned, wasn't there an animation in ArmA 2 somewhere that had where the soldier kind of gives a vehicle a look over searching for stuff? Or was that back in the original Armed Assault? It has to be one of them, because I remember trying to have a sort of checkpoint where civilian vehicles come up to this certain area and activates the animation on the soldier/guard to do the animation and then they drive on after he is done, but never could get it to work right or get the car in the right position for the soldier animation to look right. Just wish I knew which ArmA version had it in there. Gah! If it is in ArmA/CO and not Armed Assault, maybe it might be an interesting animation to use for vehicle searches?

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hey man, this looks really good. commented on your video how people appreciate this in the milsim community. i dont know how possible it is, but it be nice to have some civilians approach the player for a change, maybe trying to provide intel or just to crowd a player for distraction. i've run scenarios where civilians try to swamp me, i was invited into a house and a female started to grab me and hug me and stuff to distract me from the situation in the room once. it would also be nice if you try to arrest a civi that civis around it react and maybe shout at you or try to prevent it, hell maybe even negotiate to release the prisoner and if you dont answer correctly the civilian goes ape shit on you. imagine you go to a village to search the villagers and a random guy has a 2 way radio and a map with US locations on it, no questions asked hes coming with us. as you detain him the villagers crowd your area and start shouting at you and the village elder approaches you asking why he is being detained. now a few answers pop up and you must answer in the correct pattern for the elder to accept the detention. lets say you are asked 3 questions and you must answer 2 out of 3 to take him with you or else some villagers pull weapons on you. im sure it can be done, just would take a while. anyways, looking forward to future releases, this looks great.

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Hey There Dear Author,

My question is : When you search a vehicles and it says you find IEDs or Magazines for example, when you'll get into the Car's gear will the IEDs and Magazines will realy be there, or its just a fake line?

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So far this looks kick ass. I want to know how are you getting the civ women to talk and the civs to make sounds? I plan on adding this to MSO if its possible but i donno how thats going to work with there client side civs in MSO4.4. Also want to add this to insurgency as well but aside from that. Will there be a way to do the grab and escort if say the civ was a hostage and already cuffed on the ground?

Edited by Cytreen

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Excellent video Cage, probably would be good to explain that the IED's can be a variety of sizes as the one currently in the video is rather ..... excessive :).

-Taylor

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Hey There Dear Author,

My question is : When you search a vehicles and it says you find IEDs or Magazines for example, when you'll get into the Car's gear will the IEDs and Magazines will realy be there, or its just a fake line?

It won't be in the gear, as I found it annoying that when you look into the gear of a certain vehicle you would find smoke grenades, etc, while it's supposed to be a completly harmless vehicle. And the guys in my community always started to threat it like hostile. >_< I am however working on an overhaul, where you get a different menu pop-up, listing things that are in there. I will put up an update when it's ready.

So far this looks kick ass. I want to know how are you getting the civ women to talk and the civs to make sounds? I plan on adding this to MSO if its possible but i donno how thats going to work with there client side civs in MSO4.4. Also want to add this to insurgency as well but aside from that. Will there be a way to do the grab and escort if say the civ was a hostage and already cuffed on the ground?

Should work fine with those client side civis in MSO. Also, you can assign a variable to a civi and he will be considered in an arrested state and as a result you are getting the options coming with it. Is that what you meant?

Yes mister Taylor, the IED in the vehicle is rather excessive. It comes in two variants, small (perhaps rather medium) and big (seen in video).

Edited by Glowbal

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It won't be in the gear, as I found it annoying that when you look into the gear of a certain vehicle you would find smoke grenades, etc, while it's supposed to be a completly harmless vehicle. And the guys in my community always started to threat it like hostile. >_< I am however working on an overhaul, where you get a different menu pop-up, listing things that are in there. I will put up an update when it's ready.

but it does show up on civilians correct?

also, is there a way to connect the mode with EOD so if an engineer With THOR discovers an IED instead of setting it he can Defuse it?

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Should work fine with those client side civis in MSO. Also, you can assign a variable to a civi and he will be considered in an arrested state and as a result you are getting the options coming with it. Is that what you meant?

Yes mister Taylor, the IED in the vehicle is rather excessive. It comes in two variants, small (perhaps rather medium) and big (seen in video).

The reason i ask. I have a been building a hostage rescue mission on Lingor and the Hotel building will not allow AI to walk from inside the building to the outside. Your script looks like it will solve my issue by arresting and manually escorting each of the civs. I just need them in the cuffed position at mission start so they dont walk around and fall off the building. Much of what you have shown in the video solves 50% of my current problems.

You say that it will work with respawning that makes me vary happy. Most of the other mods completely ignore the fact about being respawn and JIP compatibility. makes life so much better when you are building persistent missions that run for days on end. Thanks for your work i look forward to testing this out.

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but it does show up on civilians correct?

also, is there a way to connect the mode with EOD so if an engineer With THOR discovers an IED instead of setting it he can Defuse it?

Yes, the gear menu does show up on civilians.

It currently is not a priority to link it with the EOD mod, however seeing as we use it in my community as well, it is on the "Like to include" list.

The reason i ask. I have a been building a hostage rescue mission on Lingor and the Hotel building will not allow AI to walk from inside the building to the outside. Your script looks like it will solve my issue by arresting and manually escorting each of the civs. I just need them in the cuffed position at mission start so they dont walk around and fall off the building. Much of what you have shown in the video solves 50% of my current problems.

You say that it will work with respawning that makes me vary happy. Most of the other mods completely ignore the fact about being respawn and JIP compatibility. makes life so much better when you are building persistent missions that run for days on end. Thanks for your work i look forward to testing this out.

It's simply assigning a variable to the unit and that should do everything else. Might have to make sure he is listed as a civilian, however.

It is fully MP/JIP/Respawn compatible. It's my highest priority with anything included, to make it MP compatible. And currently, everything you have seen is. So no worries no that one. Also, all you have to do is enable it and it will work with any civi on the map, no matter if spawned or there from the start.

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This is a awesome script-concept, thumps up!!!!

The script is still in the alpha-phase right? U have wrote, that u are testing it with your community. My question is, is it possible at this point to share it here for other interested people, so they can also test it and report bugs and possible problems?

regards from germany

defcon1

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A "small" update on my progress:

I've been doing some work on the project again and I've added:

- Insurgent Gunman

- Carbombs

- Angry Crowds

- Spotters

- Stance system

Now just some words doesn't really describe what it means, so here is another video:

First part is improvement on the insurgent gunman. Previously you needed to interact with them before they got activated. No more.

Second part are the carbombs, which activate when you get near them. You are able to disarm them, but more on this in due time.

The last part is an angry crowd. Which will be tied in with a stance system, which keeps track between the relation ship between BLUFOR and civilian sides. This system is already in place as well and currently affects the talking module. If you kill some civilians, talking to another civilian will then most likely result in angry replies.

All of these features have also been tested on our dedicated server this evening. No issues detected apart from some cosmetic things (an animation not playing properly for example).

Some other minor features added:

- Ability to order civilians to do something (stop, disembark etc)

- Civilians now stop when interacted with and wait with movement until you are done with them

In other news: Since my project has been growing a bit, I've taken some people aboard to help me with some of the features. So the team has been expanded with a new member; gobbo. He will be making his own update/announcement later on as he has some things to show you as well.

Edit: Video showing some of the spotters:

Edited by Glowbal

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