1para{god-father} 105 Posted December 1, 2013 Thanks, but a little confused. The EH once fired - checks to see if it is a player and the side is West if it is then just place a maker and change the score. Where/ how does it change the Side, and how do I go about resolving it ? Share this post Link to post Share on other sites
das attorney 858 Posted December 1, 2013 (edited) Unless you use addRating on the WEST player, once you kill enough civs (2 I think), you become side ENEMY and therefore your check won't pick you up. You could either add in another check of <side (_this select 1) == ENEMY*> or you could top up the players rating using addRating so they don't become an enemy if they kill a civ. If you want to test it, add a killed EH to some civ units in the editor that queries the players side (and rating). Then shoot them all. * = might be sideEnemy and not just enemy. I can't remember right now. Edited December 1, 2013 by Das Attorney Share this post Link to post Share on other sites
DaViSFiT 21 Posted December 1, 2013 Wow, thx with this fast HC Support. will test it the next days! ;) Share this post Link to post Share on other sites
code34 248 Posted December 3, 2013 any feedbacks on last release ? :) Share this post Link to post Share on other sites
speedygonzales 15 Posted December 5, 2013 Cool thing gave the Mp Coop missions more ambience. The only thing is that the arrested position of the civilians when someone shoots, dont confirm to every mission type. Is there a possibilty to change that, so that the civilians will run away or something like that ? Share this post Link to post Share on other sites
code34 248 Posted December 5, 2013 yes you can change that by removing the eventhanlder :) Share this post Link to post Share on other sites
code34 248 Posted December 15, 2013 any requests for next release ? :) Share this post Link to post Share on other sites
gagi 10 Posted December 15, 2013 You've got an idea?? Share this post Link to post Share on other sites
katipo66 94 Posted December 15, 2013 any requests for next release ? :) I haven't actually got around to trying your script yet but how about something like this http://www.armaholic.com/page.php?id=19623 I mean as an option for mission maker to include it with your scripts? Share this post Link to post Share on other sites
meatball 25 Posted December 15, 2013 any requests for next release ? :) Civilian driven vehicles please :) Share this post Link to post Share on other sites
gagi 10 Posted December 16, 2013 +1 ai vehicles civ !!! Share this post Link to post Share on other sites
code34 248 Posted December 17, 2013 lol :) i have to think about it ;o Share this post Link to post Share on other sites
code34 248 Posted January 1, 2014 (edited) Some clarifications about next release ;) I had to change interface of the DCL design. The reason for that it is that DCL was from warcontext engine as module and was not design to run as a standalone script. During this last days, i cleaned a part of the code, rebuilt it as a standalone. I'm not sure if it will be the definitive design but it will nearest of the way i need it for my next works. Impact will be certainly for you to change the call method, or fix your code if you did some changes in the DCL code. Edited January 1, 2014 by code34 Share this post Link to post Share on other sites
oktyabr 12 Posted January 1, 2014 I've got this downloaded but haven't tried it yet. I'm very interested in script versions of something resembling TPW's civ work but MP compatible and generic across maps... which is why I am going to try yours ;) That said, feature requests? 1) Town occupation. Set side and strength variable. Might have prohibition against civ vehicles (no cars in that town) and/or curfew (no civs on street after certain time). Strength might suggest the use of APCs, fortification, etc. Would be nice to see a fortified town with sentry manned road blocks on town perimeter. 2) Civs in houses and on the streets with a variable for day/night time (more inside, fewer on streets at night, the opposite for day), also possible curfew (see #1). 3) Civs in cars. Same day/night variable as civs on foot. Added variable if the town is occupied, per #1. 4) MP compatible house lighting, generic across maps. Maybe fewer after 2400. Also house radio, per TPW mods, with randomization of "channels" and a way to easily configure custom "radio" sounds in the script. Included with lighting as if no lights are on probably no radio will be on either. TPW also has ambient boats, animals and aircraft as well. These add great immersion in SP but have problems in MP. Multiplayer compatibility is a priority for me. :) Also interested in map compatibility as I'd love to be able to run one set of scripts on Altis+vanilla or something like Clafghan via AiA with mods. Markers, triggers? Thanks for the work! Going to try it now and will report any feedback I can supply. Share this post Link to post Share on other sites
code34 248 Posted January 2, 2014 Hi Oktyabr, if you are looking for MP tpw adaptation, i remember someone gave a link on the first page of this thread ;) The DCL will be fully oriented on pedestrian civilian cause i worked on other subject trough another scripts. Share this post Link to post Share on other sites
Flea 10 Posted January 2, 2014 hi, download the file, import it to arma3, try it as a host in MP and it does not work. init.sqf not found is the problem if i try to play the example mission. need help Flea Share this post Link to post Share on other sites
code34 248 Posted January 3, 2014 (edited) hi, check if the dcl directory is in your mission root directory. Edited January 3, 2014 by code34 Share this post Link to post Share on other sites
Flea 10 Posted January 4, 2014 ok now it works thanks. This is a plea to BOHEMIA INTERACTIVE please add Female civilians. To get ARMA 3 more realistic, only men in arma is a little bit strange. :) greets Flea Share this post Link to post Share on other sites
meatball 25 Posted January 15, 2014 Hey code34, any update on the 'new release'? :) Share this post Link to post Share on other sites
code34 248 Posted January 16, 2014 not for the moment, i m not sure it will be a very interesting release in kind of feature. It's only a project milestone for me :) Share this post Link to post Share on other sites
pipyn1970 19 Posted January 18, 2014 Nice script works fine , would be nice to be able to add stuff to Spawned Civilians i.e add a EH to all civilains _civ addEventHandler ['killed',{_this execVM 'civdeath.sqf'}]; so we can do stuff like monitor kills etc... a Search option to them all so we can search them so we can interact with them , and be able to plant Intel % of them - just some food for thought :) I to would love to have the option of searching them, maybe have 1 approach a player advertising not to go a certain route, placing intel on them & lastly, ordering them to stay back if there's an ied. How about arresting them? Share this post Link to post Share on other sites
code34 248 Posted January 21, 2014 DCL is a vanilla version. You can add easly some functionnal features by replacing the walk.sqf script, by ied script or other like you want. Share this post Link to post Share on other sites
oktyabr 12 Posted January 22, 2014 Hi Oktyabr,if you are looking for MP tpw adaptation, i remember someone gave a link on the first page of this thread ;) The DCL will be fully oriented on pedestrian civilian cause i worked on other subject trough another scripts. Hi Code34! Thanks for your work on this. The problem with TPW civs is that they are specifically oriented to Stratis and Altis, making use of a specific building type only found on those islands. Likewise they only use vanilla civs. I've posted in the TPW thread an appeal for a version that is more map friendly (to other maps) and civilian friendly (have Takistani civs on Takistan A3, for example). So, if you choose to concentrate on pedestrian civilians, like TPW, I would ask for map flexibility as my #1 request :) Cheers! Share this post Link to post Share on other sites
code34 248 Posted January 25, 2014 (edited) hi :) the problem is relative to A3 map Altis. There is so much objects that A3 requires to pre parse the map cause it takes a long time to do. On A2, this script (in warcontext) dynamically parsed the map at the begining of mission to retrieve different town. Have to see what can be done :) Edited January 25, 2014 by code34 Share this post Link to post Share on other sites
oktyabr 12 Posted January 25, 2014 No rush! I'm just another gamer that misses the civ modules in A2. I look forward to whatever you might come up with. :) I think one thing we really need is a broader selection of A3 civilians, since A2 and A3 "infantry" don't play nicely together. Would love to see more middle eastern type civs and some women! Share this post Link to post Share on other sites