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CivPopulate - Populate towns dynamically
kenoxite posted a topic in OFP : MISSION EDITING & SCRIPTING
CivPopulate A script package that populates areas dynamically with civilians and adds traffic to the roads. * FOR OFP/CWA * Current version: 1.4.1 DOWNLOAD: http://www.mediafire.com/download/6o5w3m4t4y4b0ap/civPopulate_v141.zip CONTENTS: Template Demo mission in Nogova Demo mission in Nogova to test CoC UA. Debug mode on. FEATURES: Populate your towns with as many civilians as you want in as many towns as you want Civilians wander the streets or idle lazily inside or near buildings. You can populate your towns with civilians from different addons to increase the diversity of the population Population changes depending on if it's day or night Just one simple, light script is used to manage an unlimited amount of walker civilians Add any pack of civilians by adding templates *New* Civilian traffic You can now also designate camping areas Populate towns with specific types of civilians Add and remove designated towns and camps on the fly You can pause, resume, reset or completely stop civPopulate You can now really set an unlimited amount of towns and camps (previously there was a limit of 63) USE: MISC NOTES: Traffic: Although there's a minimum placement distance of 300m from the player you'll sometimes see the cars popping up. Traffic: You'll occasionally hear explosions around you. Don't panic. It's just vehicles exploding and civilians burning to death. New clones will replace them shortly. Traffic: Five vehicles is usually enough to simulate the traffic in any island. With more the chances of they bumping against each other, particularly on the initial placement, are too high, and you'll actually see less traffic than with less vehicles (as they keep being destroyed and relocated). Other: Expect huge house parties if there's just a couple of building with preset positions in a town. Other: Lots of civilians = less FPS. If you set your max population to 700 and you enter a "high" town expect a significant FPS drop. This script package places as many civilians as you want in the spots you want. No more, no less. CREDITS Functions: Backoff (createunit2.sqf) Liquid_Silence (distancepos3d.sqf) General Barron (nearestobj.sqf) Tophe of Östgöta Ops (randomBuildingPos.sqf) weasello (rndPosInRadius.sqf) toadlife (shuffle.sqf) Igor Drukov (getrelpos.sqf) bn880 (sortbubble.sqf) Scripts: Mr-Murray (teleport.sqs) Music: Dola Re Dola (by Devdas) <unidentified song> (by Amir Jan Saboori) Kopeika <extract> (by et_) CHANGELOG --- Use this, share this, modify this, whatever you want. Just put my name somewhere if you do so. -
A template of a small forward operating base (FOB) for OFP/CWA built with Hesco bastions. To use it you can either copy/paste it or merge it with your mission. Just remember to delete the info markers after doing so. It's loosely based on the work of Mike-USA and some reference photos. DOWNLOAD: http://www.mediafire.com/?dfi555g528xpeai CONTENTS - The template itself (fob_templ_addons_1.0b.Intro) - A demo mission showcasing features and issues with this FOB (fob_templ_addons_1.0b_demo.WW4_DesertEden2) - A binarized version of the mission above (fob_templ_addons_1.0b_demo.WW4_DesertEden2.pbo) ADDONS NEEDED - WW4 - http://www.moddb.com/mods/sanctuary1 or http://forums.bistudio.com/showthread.php?124403-WW4-Modpack-2-5 - Editor Update 1.02 or greater - http://www.ofpec.com/ed_depot/index.php?action=details&id=158&game=OFP - MAPFACT's Military Objects - http://ofp.gamepark.cz/index.php?showthis=7084 KNOWN ISSUES: HOW TO EASILY MODIFY THE COLOR OF THE BASTIONS HOW TO CHANGE THE FLAG That's all. I hope this is of use to anyone. Feel free to use, modify or distribute this template at will. You don't need to notify me, although mentioning where did you get it from and who initially made it would be appreciated. SCREENSHOTS Full album: http://imageshack.us/g/827/coldwarassault201203312.jpg/ DOWNLOAD: http://www.mediafire.com/?dfi555g528xpeai --- EDIT: File updated. I've added the forcegetin script to the infantry guys too in the demo mission. Just to avoid the rare case where they aren't able to get in the truck if the chopper lands in a weird position.