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DArmstrong

Can I create a restricted area where modules don't spawn animals or vehicles?

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Greetings editing gurus,

Thanks for all your assistance.

Is there a way to restrict an area so that the ambient civillian vehicles and animals don't get spawned with in a defined area like a trigger.

I am making a mission where an AI driver just crashes into ambient vehicles if they are placed along its waypoints route.

I have seen a trigger in a mission with text field NO ANIMALS that restricts ambient animals from the trigger area. The Trigger has no code it is just named BIS_arz_1, the next trigger is named BIS_arz_2 etc, and NO ANIMALS is in the text field. Thanks.

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Well, you can do whitlisting with ALICE and blacklisting with SILVIE but i can't find anything on how to restrict the ambient animals. I'd also like to know that.

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Well, you can do whitlisting with ALICE and blacklisting with SILVIE but i can't find anything on how to restrict the ambient animals. I'd also like to know that.

Thanks IndeedPete, I read the wiki on most of the modules and I don't think blacklisting the building types along the route would be worth the time it would take. For the mission I am doing now, as a work around to not being able to define an area that no vehicles will be spawned in, I will just remove the civi vehicles module and place some vehicles myself. The civillian vehicles are just eyecandy in this mission anyway. The mission and atmosphere is not dependent on the civillian presense. I am pretty sure you can create triggers to cover something like a runway and prevent ambient animals from being spawned there. I will post here if I find the answer. Thanks again.

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Hi there,

I want to have a white list of towns where cars are spawned via SILVIE. Here's the init-line of the SILVIE module:

this setvariable ["townlist",[bIS_zora_0,BIS_zora_1,BIS_zora_2,BIS_zora_3,BIS_zora_4,BIS_zora_5,BIS_zora_6,BIS_zora_7,BIS_zora_8]];

The BIS_zora_X elements are trigger names. The cars are getting spawned outside of the trigger areas. Island is Utes, testing environment is the 2D editor in ArmA 1.05. What am I doing wrong?

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Supposedly:

BIS_arz_1

Should make it so that no animals spawn there. You name a marker that, or maybe it is a trigger im not sure, and then you set the size to whatever area you don't want the animals to spawn in.

EDIT: It looks like you use triggers for BIS_arz_1. If you have more than one area. BIS_arz_2 is the second one. For the ACM module its a marker named BIS_ACM_1, BIS_ACM_2, etc.

Edited by Jakerod

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Ok, after hours of hardcore testing, I guess I found the "problem".

Using BIS_silvie_mainscope setVariable ["debug",true]; I took care of some debugging with the SILVIE module. I noticed that vehicles are spawned only in a certain area around CTY_1 (game logic) when using BIS_silvie_mainscope setvariable ["townlist",[CTY_1]]; However the vehicles spawned in a radius of 500 metres which bugged me because it was in range of my HQ (yeah, Utes is pretty small in that case). The vehicles didn't spawn around the island as predicted.

I extended the array one by one having BIS_silvie_mainscope setvariable ["townlist",[CTY_1, CTY_2, CTY_3, CTY_4]]; at the end and the vehicles appeared in all four regions.

Blacklisting certain objects solved my problem in that case:

BIS_silvie_mainscope setvariable ["blackList",["Land_fort_rampart","Land_CamoNetB_EAST","Land_CamoNetB_NATO","Land_HBarrier_large","Land_fort_artillery_nest","MASH","Land_CamoNetVar_EAST","Land_BagFenceRound","Land_fortified_nest_big"]];

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Ok, after hours of hardcore testing, I guess I found the "problem".

Using BIS_silvie_mainscope setVariable ["debug",true]; I took care of some debugging with the SILVIE module. I noticed that vehicles are spawned only in a certain area around CTY_1 (game logic) when using BIS_silvie_mainscope setvariable ["townlist",[CTY_1]]; However the vehicles spawned in a radius of 500 metres which bugged me because it was in range of my HQ (yeah, Utes is pretty small in that case). The vehicles didn't spawn around the island as predicted.

I extended the array one by one having BIS_silvie_mainscope setvariable ["townlist",[CTY_1, CTY_2, CTY_3, CTY_4]]; at the end and the vehicles appeared in all four regions.

Blacklisting certain objects solved my problem in that case:

BIS_silvie_mainscope setvariable ["blackList",["Land_fort_rampart","Land_CamoNetB_EAST","Land_CamoNetB_NATO","Land_HBarrier_large","Land_fort_artillery_nest","MASH","Land_CamoNetVar_EAST","Land_BagFenceRound","Land_fortified_nest_big"]];

Well done! Thanks much for all your time and efforts.

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Does anyone know of a way to create an area where no civilians will be spawned such as we can do with animals as listed above in this thread. I don't want civilians spawning in a particular group of buildings in a town as it is an enemy camp and no civilians should be there. Thanks...da

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Does anyone know of a way to create an area where no civilians will be spawned such as we can do with animals as listed above in this thread. I don't want civilians spawning in a particular group of buildings in a town as it is an enemy camp and no civilians should be there. Thanks...da

Yep hoping for the same...

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Place a trigger encompassing the area of effect.

Act: civilian, repeating

Cond:

({(getNumber (configFile >> ""CfgVehicles"" >> (typeOf _x) >> ""side"")) == 3} count thisList) > 0";

OnAct:

{if (!isNull _x AND (getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "side")) == 3) then {if (!(_x isKindOf "Man")) then {{_x setPos (getPos _x); deleteVehicle _x} foreach crew _x}; _x setPos (getPos _x); deleteVehicle _x;};} foreach thisList;

Be advised that this will also delete all vehicles/statics from side "Empty" that fall within the trigger area. Not sure if there is a workaround for that.

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Place a trigger encompassing the area of effect.

Act: civilian, repeating

Cond:

({(getNumber (configFile >> ""CfgVehicles"" >> (typeOf _x) >> ""side"")) == 3} count thisList) > 0";

OnAct:

{if (!isNull _x AND (getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "side")) == 3) then {if (!(_x isKindOf "Man")) then {{_x setPos (getPos _x); deleteVehicle _x} foreach crew _x}; _x setPos (getPos _x); deleteVehicle _x;};} foreach thisList;

Be advised that this will also delete all vehicles/statics from side "Empty" that fall within the trigger area. Not sure if there is a workaround for that.

Yeah I can't get the trigger to place, it just comes up with a blank error box, am I doing something wrong? I am setting the trigger to Civilian and Repeated and then copy and pasting in the code to the Cond and On Act but I still can't get it to place.

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