Sasuke 1 Posted April 15, 2013 Hey, I'm working on a mission in which US forces are executing a patrol down a Sangin Market Street, when civilians a start to crowd the sides of the street (Forming a sort of Parallel line going up and down the street)... Anyway, it's obvious ArmA can't handle this many Ai, so is there a way to make it perfectly work so as you walk, civilians disappear behind you, and more appear ahead as you get further down the street. Setting view distance forced to 100-200 to simulate a tight quaters area might work, but I still understand this is a very hard thing to script. Suggestions? Thanks, Sgt M. Sasuke 22nd MEU Outlaw 2 Actual Share this post Link to post Share on other sites
Beagle 674 Posted April 15, 2013 Best solution is still the ALICE Module Share this post Link to post Share on other sites
Rydygier 1074 Posted April 15, 2013 (edited) I did some quick attempt. Two objects must be placed on map to set street axis (it is mostly for obtaining angle of the street, center will be on player position, so player's movement area should be somehow limited to that street if we want people there). Code wasn't so difficult, spawning and deleting works fine, but effect is poor, as for some reason nearly all pedestrians going in given direction choose same side of the street, so it looks weird and not realistic. Do not see reasonable way to change that, so added to the code secondary mode, where we have dynamically spawned and removed around player units (civilian can be spawned everywhere not too close or far the player, and always out of his LOS or FOV). Effect is nice to me, with low cost we have denser civlian ambient, than with ALICE, but not exactly, what you need. Anyway, here is, perhaps you can tweak it somehow so will better fit yours need: StreetCrowd Launching: [true,100,-1,SPoint1,SPoint2] execVM "SCrowd.sqf"; Parameters: 1. true or false - mode choose. "False" means effect as described - poorly looking movement along single street; best with low view distance (minimal is - 200 meters). "True" is nice populating, but just around the player, not stick to the chosen street; 2. Maximal number of present at once civilians. Limited to the 144 groups per side (one unit, one group); 3. View distance. Not positive means no change; 4 and 5 - mentioned objects (eg triggers) needed only for "one street" mode. There is left some on screen debug. Probably code needs optimizing, this was quick putting together pack of functions and main loop. Working only in SP (player must be local - can be changed). Edited April 16, 2013 by Rydygier Share this post Link to post Share on other sites
Sasuke 1 Posted April 17, 2013 That adds a really cool effect to the mission, and although I will definately utilize it and thank you heaps for your work on it, it's not quite what I'm looking for. I'll take a FRAPS Screenshot of what I'm looking at having in the mission by manually placing all the AI. Share this post Link to post Share on other sites