DaViSFiT 21 Posted January 29, 2014 would be cool to have some new features to make it the best Civ script ;) Random house patrol, some sort of hiding away from enemys and/or dont walk around if gunfire/enemy near. how to make a counter if they disappear if players leave the spot? like "if more then 5 civ (or if 95%) are dead -> trigger -> town is lost. Share this post Link to post Share on other sites
code34 248 Posted February 2, 2014 how to make a counter if they disappear if players leave the spot? like "if more then 5 civ (or if 95%) are dead -> trigger -> town is lost. Hi, can you explain a bit more :) Share this post Link to post Share on other sites
Lunatic104 10 Posted February 2, 2014 Code34 this is a much needed add-on. Can you stop the civies from running around too much? Secondly, can you add this so they only spawn in a marker area, as opposed to a radius around teh player. The reason being, I wish to make missions where combat indicators are used (presence of the abnormal or absence of the normal) so in a village when you get there , the civies have all cleared out, indicating an enemy presence. Share this post Link to post Share on other sites
code34 248 Posted February 3, 2014 Hi Code34 this is a much needed add-on.Can you stop the civies from running around too much? in fact, it s the walk.sqf that is not really the dcl script. You can replace it by script you want like ied script, or by a script that do nothing, etc. Secondly, can you add this so they only spawn in a marker area, as opposed to a radius around teh player. The reason being, I wish to make missions where combat indicators are used (presence of the abnormal or absence of the normal) so in a village when you get there , the civies have all cleared out, indicating an enemy presence. DCL uses an array of poping positions. Civil appears when a player is near of one of this position. You can add all your poping conditions to DCLcountplayer function (that uses as input the trigger list of ANY units in the zone). If you set the return by 0, no civil will apears. Share this post Link to post Share on other sites
DaViSFiT 21 Posted March 18, 2014 Hi, can you explain a bit more :) Sorry, didnt see your question the last time i looked here. My intention was for a mission that in one town spawn like 30 civ's. So your mission is to secure the town and hold it. Not more then 5 civ's must die or the town is lost. while the mission is active, civ's should be friendly to the players and enemys for the other side and visa versa. Share this post Link to post Share on other sites
code34 248 Posted March 18, 2014 you certainly can do it with this script but you have some changes to do :) Share this post Link to post Share on other sites
toxicsludge 12 Posted June 21, 2014 I hate to bump an old thread, but I cant get this to work with the latest patch - am I missing something? Share this post Link to post Share on other sites
code34 248 Posted June 21, 2014 i just check the original code and it works on local. take the zip, unzip in mp directory, check, it works. Do you test it in local ? Share this post Link to post Share on other sites
toxicsludge 12 Posted June 21, 2014 (edited) i just check the original code and it works on local.take the zip, unzip in mp directory, check, it works. Do you test it in local ? no, on my server and on LAN.Just a thought, it was a Zeus mission where I was Zeus, sending AI into a town (just to test the script) - maybe AI doesn't trigger it? That's probably where I went wrong. Edit: yep, AI doesn't trigger it. Ran into a town myself and works perfectly :) Edited June 22, 2014 by ToxicSludge Share this post Link to post Share on other sites
spartankicker 10 Posted June 21, 2014 THIS is what i was looking for,THANKS SO MUCH Share this post Link to post Share on other sites
hellstorm77 2 Posted June 21, 2014 wondering if someone could help im using the script which is great for what im looking for. I just have a scripting question i want the mission to end when x amount of civ are killed Share this post Link to post Share on other sites
whiztler 137 Posted June 21, 2014 wondering if someone could help im using the script which is great for what im looking for. I just have a scripting question i want the mission to end when x amount of civ are killed Have a peek here: http://forums.bistudio.com/showthread.php?109166-Civilian-kill-Counter Share this post Link to post Share on other sites
hellstorm77 2 Posted June 22, 2014 Have a peek here: http://forums.bistudio.com/showthread.php?109166-Civilian-kill-Counter I had a look at that couldn't get it to work Share this post Link to post Share on other sites
code34 248 Posted June 22, 2014 it couldnt work as dcl use dynamic spawn, and this script is call one time. You should integrate a part of the code in the dcl script ;) Share this post Link to post Share on other sites
lkincheloe 12 Posted June 23, 2014 You'll need to add an event handler to each civilian spawned, which when killed adds 1 to the counter. This can also allow you to check for who actually killed the civ, so if one decides to be stupid and jump off an office building. You don't have to count it against the player side. Share this post Link to post Share on other sites
simon1279 52 Posted July 2, 2014 Sorry guys, i need help, do you know how to use this script in the maps of the addon @A3MP, expecially in Bystrica thanks in advance Share this post Link to post Share on other sites
code34 248 Posted November 6, 2014 you can set the DCLaltistownpositions variable with the town positions of your map :) the config file is: DCL/init.sqf Share this post Link to post Share on other sites
xoo 10 Posted March 4, 2015 Nice features... but i don't understand how to manage the number of civilians generated !? Oo (too many) Share this post Link to post Share on other sites
code34 248 Posted March 5, 2015 you can reduce the size of group. Choose 1,2 instead of 5 :) Share this post Link to post Share on other sites
xoo 10 Posted March 5, 2015 it's for sure the first thing i've done but even with 1 group DCL generate 90 civilians in Kavala... killing the framerate. it lacks a setting to lower the population (even if it's good to be calculated by the size of the town) It could be a setting for probability, for example: spawn between 20 and 100 % of the population So we could lower the population with a simple setting. I could do it... but i don't understand easily how. Your help would be appreciated. Share this post Link to post Share on other sites
HeavyOps 10 Posted March 7, 2015 you can set the DCLaltistownpositions variable with the town positions of your map :)the config file is: DCL/init.sqf how do I get the town positions for clafghan amra 3 import I wanna use this script on there Share this post Link to post Share on other sites
xoo 10 Posted March 15, 2015 (edited) I don't understand how the population is calculated and how to lower the population... 90 civilians in Kavala and a few AI in there and the framerate is under 20 FPS... without the civilians: 45-55 FPS I don't want to exclude kavala in my OP Could you give me any tips ? i wanna lower the population at night and have less civilians in big cities I just need some tips to modify the script by my own ! Edited March 15, 2015 by XoO Share this post Link to post Share on other sites
code34 248 Posted March 16, 2015 hi guys, if you want to add some town positions, you have to add it by yourself cause there is no parsing method in this script. if you want less people in towns, you have to modify this parameter : DCLgroupsize = 5; or remove some towns position in the DCLaltistownpositions it s a very basic script i made a long time ago, don't hope it will contains a lot of features :) Share this post Link to post Share on other sites
spitfire007 10 Posted April 9, 2015 Hi, love this script. Thanyou for writing it. I have one question with the headless client though. My client is called HeadlessClient ... but in EMP Rcon it shows it as headlessclient. If I enable the headless client using. // HC client DCLusehclient = true; // HC client name DCLhclientname = "headlessclient"; or // HC client DCLusehclient = true; // HC client name DCLhclientname = "HeadlessClient"; No civ's spawn .. if I do disable the HC they do spawn. Any idea why ? Share this post Link to post Share on other sites
code34 248 Posted April 9, 2015 hi, for debuging purpose, you can replace thoses lines by this line: if(!(isserver) and !(DCLusehclient)) exitwith {}; if(!(!hasInterface && !isServer && name player == DCLhclientname) and DCLusehclient) exitwith {}; if(name player != DCLhclientname) exitwith {}; Share this post Link to post Share on other sites