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laxemann

L_Civs - Dynamic AI traffic ...MP compatible and customizable!

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This is one of the best CIV filler scripts I've used so far, shame it needs CBA but great mission filler with little impact as far as I've seen, thanks!

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Aaaaalrighty dudes'n duderinas!!

 

UPDATE

 

Download v 1.20

 

Changelog

 

22.08.2015
1.20
  • Fixed: Sudden stopping of spawning. This was caused by accidentally not deleting all groups. (A3 has a group limit of 145)
  • The script now uses allPlayers instead of constantly updating an array
  • Removed CBA_fnc_randPos, the script now uses a more lightweight, self-written routine. Cars should spawn _much_ faster now
  • Completely reworked script structure

 

Edit:
Oh, and there should be waaay less vehicles just standing around. :)

  • Like 2

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I've tried compiling a PBO of this but it doesn't seem to work. Mikero's tools seem to embed the whole path and it's quite confusing how to undo this feature, I used to compile PBO's of scripts easily before.

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Sorry for bumping this topic but now that I got a PBO working it's awesome! I'm wondering if a similar script can be written to have civilians populating towns?

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Hello, is this still supported? I tried to implement the script into a mp mission. In game everything looks ok as i can see random Ai traffic. But the rpt is looking bad because of error spam:

19:08:07 Error in expression <st) == 0)} do {
_roadList 	= _searchPos nearRoads _radius;
if ((count _roadlist)>
19:08:07   Error position: <nearRoads _radius;
if ((count _roadlist)>
19:08:07   Error Type Number,Not a Number, expected Number
19:08:07 File mpmissions\__cur_mp.Tanoa\L_Civs\fncs\getRoadPos.sqf, line 15

I guess this is due to the last Arma updates. Anyone who can help me fixing this?

 

kind regards

Cal

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L_civs was replaced by L_ambiDrive. This thread can be locked:

 

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