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eggbeast

developing missions with Unsung mod and ALICE / ambient animals modules

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ALSO!!! We are sending a call out for mission editors , especially those that have experience in making campaigns. Also looking for a good cut-scene maker. I have been talking with a few members and might be a good time to revisit our original "Operation Copperhead" Campaign . Those only serious and committed need to apply. The campaign will need to include real voice dialogue. So anyone interested please PM me

I'm beavering away on evolution mission for the new unsung 2.5 mod

I've been trying hard the last couple of days to get ALICE2 civ spawning and ambient animals to work on the unsung maps with unsung civs and i'm having a hard time of it.

has anyone got a link for a demo mission with this working?

have broken out my post from sav's mod thread to be courteous

Just to elaborate a little:

objective:

Using animals and ALICE modules

A) to spawn in vietnamese civs in villages in unsung maps

B) to spawn in vietnamese and other relevant animals to unsung maps

to provide a demo mission for other mission editors working with unsung.

example mission

this example mission highlights the problem and potential solutions as they develop

http://www.gitsarma.gamingdeluxe.net/missions/cbtest2.us101_Cao_Bang.rar

credits

unsung team

wolffy.au

http://forums.bistudio.com/showthread.php?112282-cB-BIS-Ambient-Civilians-Custom-CityCenters-and-HouseEffects-hack&highlight=Ambient+Animals

principles

on map: cao bang (which helpfully contains some takistani buildings as well as unsung buildings

try to spawn in unsung civs:

"uns_civilian1"

"uns_civilian2"

"uns_civilian3"

"uns_civilian4"

and a range of animals including:

stock animals

goat, cow, chicken, boar, and

unsung mod animals

"CSJ_Snake"

"CSJ_Snake2"

"CSJ_Snake3"

"CSJ_shark"

and maybe the brown goat from takistan etc

so what is working?

1. animals: cows, goats, chickens, boars spawn fine

2. stock civilians spawn in towns with takistani houses but not in villages

problems:

P1. building types stock civilians spawn in towns with takistani houses but not in villages

wolffy has made a hacked door to allow civs to spawn in maps without stock door types. it doesn't seem to work on cao bang

here you can see russian civs spawning on cao bang in the north east village with takistani houses

cb_civ_town_zpsdce2f30d.jpg

and here you can see no russian civs spawning in any of the villages

cb_civ_westv_zpsd27495bb.jpg

P2. unsung civilians (faction UNSUNG_C) will not spawn in Utes or cao bang at all.

this shot shows civs spawning in Utes using this logic

		class Item2
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={2533.4578,31.678545,3837.99};
				id=5;
				side="LOGIC";
				vehicle="LocationLogicCityCenter";
				leader=1;
				skill=0.60000002;
				text="locLighthouse";
				init="this setVariable [""name"", ""Lighthouse""]; this setVariable [""demography"", [""CIV"",1,""UNSUNG_C"",1,""CIV_RU"",0]];";
			};
		};
	};

http://i162.photobucket.com/albums/t247/eggbeast/ut_unsung_c_fail_zps5214b10d.jpg (169 kB)

no vietnamese civs spawn

their faction in set as follows:

//uns_east.pbo
class uns_civilian_base: RUS_Soldier_Base
{
	scope = 0;
	side = 3;
	faction = "UNSUNG_C";
	vehicleClass = "uns_civilinf";
	cost = 80000;
	model = "\uns_east\una_civilian1";
	facetype = "vc_face";
	identitytypes[] = {"Language_RU","UNS_Head_Viet"};
	nameSound = "veh_man";
	camouflage = 1.4;
	accuracy = 3.0;
	minFireTime = 2.5;
	weapons[] = {};
	magazines[] = {};
	respawnWeapons[] = {};
	respawnMagazines[] = {};
	threat[] = {1,0.5,0.1};
	class Wounds
	{
		tex[] = {};
		mat[] = {"uns_east\data\vc_hhl.rvmat","uns_east\data\vc_hhl_wound1.rvmat","uns_east\data\vc_hhl_wound2.rvmat","uns_east\data\civil_body.rvmat","uns_east\data\civil_wound1.rvmat","uns_east\data\civil_wound2.rvmat"};
	};
	languages[] = {};
	genericNames = "VietnameseMen";
};
class uns_civilian1: uns_civilian_base
{
	scope = 2;
	vehicleClass = "uns_civilinf";
	displayName = "Civilian 1";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian1";
	cost = 600000;
	model = "\uns_east\uns_civilian1";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};
class uns_civilian2: uns_civilian_base
{
	scope = 2;
	vehicleClass = "uns_civilinf";
	displayName = "Civilian 2";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian2";
	cost = 600000;
	model = "\uns_east\uns_civilian2";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};
class uns_civilian3: uns_civilian_base
{
	scope = 2;
	vehicleClass = "uns_civilinf";
	displayName = "Civilian 3";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian3";
	cost = 600000;
	model = "\uns_east\uns_civilian3";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};
class uns_civilian4: uns_civilian_base
{
	scope = 2;
	vehicleClass = "uns_civilinf";
	displayName = "Civilian 4";
	nameSound = "veh_man";
	Picture = "\uns_east\icon\i_sleader_CA.paa";
	Icon = "\uns_east\icon\icon_officer_ca.paa";
	portrait = "\uns_east\icon\port_civilian4";
	cost = 600000;
	model = "\uns_east\uns_civilian4";
	canHideBodies = 0;
	canDeactivateMines = 0;
	attendent = 0;
	accuracy = 3.5;
	camouflage = 1.4;
	weapons[] = {};
	magazines[] = {};
};



compare with stock civ

 class Civilian: CAManBase
{
 rarityUrban = -1;
 faction = "CIV";
 genericNames = "CzechMen";
 portrait = "\Ca\characters\data\portraits\comBarHead_civ_man_ca.paa";
 armor = 2.5;
 class HitPoints: HitPoints
 {
  class HitHead: HitHead
  {
   armor = 0.6;
  };
 };
 displayName = "$STR_DN_CIVILIAN";
 accuracy = 2;
 camouflage = 2;
 sensitivity = 1.5;
 minFireTime = 20;
 class TalkTopics: TalkTopics
 {
  core_cz = "Core_Full";
 };
 class SpeechVariants
 {
  class Default
  {
   speechSingular[] = {"veh_civilian"};
   speechPlural[] = {"veh_civilians"};
  };
  class EN: Default{};
  class CZ
  {
   speechSingular[] = {"veh_civilian_CZ"};
   speechPlural[] = {"veh_civilians_CZ"};
  };
  class CZ_Akuzativ
  {
   speechSingular[] = {"veh_civilian_CZ4P"};
   speechPlural[] = {"veh_civilians_CZ4P"};
  };
  class RU
  {
   speechSingular[] = {"veh_civilian_RU"};
   speechPlural[] = {"veh_civilians_RU"};
  };
 };
 TextPlural = "$STR_DN_civilians";
 TextSingular = "$STR_DN_civilian";
 nameSound = "veh_civilian";
 languages[] = {"CZ"};
};

P3. I cannot yet work out how to include unsung animals in the ambient animals list

Is there any way to set the animal types?

Edited by eggbeast

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P1. building types stock civilians spawn in towns with takistani houses but not in villages

Yeah, briefly mentioned this to Sgt Savage a couple of months back - I think the house models don't have the AI spawn points. Will need to get UNS team to confirm.

P2. unsung civilians (faction UNSUNG_C) will not spawn in Utes or cao bang at all.

Not sure about this one - you might want to check that the UNSUNG_C faction is defined in CfgFactions.

P3. I cannot yet work out how to include unsung animals in the ambient animals list

Is there any way to set the animal types?

You gotta hack the FSMs. I recently added black and brown goats - here's the commit link, although its gonna be difficult to read. Use the FSM Editor to modify and add another branch for other animals.

https://dev-heaven.net/projects/mso/repository/revisions/6ce15c639a3c0aeefaebac7eaa9806f3c93f43e1/entry/BASE_MISSION/CA/modules/Animals/Data/fsms/Animals_spawn.fsm

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thanks wolffy

i appreciate your help mate

so far i have fixed the civ spawnpoints by creating a chernarussian house at the location of all my citycentre markers and setting it 10m below terrain level, seems to work ok

i edited the civ factions and made new ones with a full faction inheritance but no joy yet - will keep working on that

animals last

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thanks wolffy

i appreciate your help mate

so far i have fixed the civ spawnpoints by creating a chernarussian house at the location of all my citycentre markers and setting it 10m below terrain level, seems to work ok

i edited the civ factions and made new ones with a full faction inheritance but no joy yet - will keep working on that

animals last

Any luck yet? I'm working on S.E.A. trying to get Patrol Ops 2 to run on it. Everything seems to be working so far but I can't get civilians to spawn on that map.

Edited by dixon13

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yeah my system works for civ spawning, but animals made by csj are actually not "animals" they are vehicles, and they are driven by civilian people (in order to have behaviour). you cannot directly spawn them using createvehicle as csj's scripts destroy any animal vehicle without a driver, and obviously when they are first created this way they dont have one. we are working on a different approach for unsung 2.6 animals.

but yeah we now have civs spawning on e.g. lowlands using my house technique.

when we release 2.6 i'll make a demo mission, meantime you can pull this apart if you want.

http://www.gitsarma.gamingdeluxe.net/missions/GITSEvolutionLLv1.csj_lowlands.pbo

i have a civ spawning system in there:

ca folder has wolffys hacked ALICE module

mission has towncentre locations

script in mission folder creates cherno houses in each village where the location is

init has some extra settings for ALICE and calls the script with the town array

will be more soon - this is WIP

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Thanks a lot for the quick reply. I will keep cracking on and see what I come up with.

---------- Post added at 09:40 ---------- Previous post was at 08:36 ----------

Now you said that you got UNSUNG civs spawning correct? Because I still can't get them to spawn just trying to do what you did.

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ah well we have redesigned the civs in uns 2.6, which may help.

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ok - am in desperate plea for help here

we are about to release unsung 2.6 update so any people with experience who can help please chip in on this question - many thanks!

https://community.bistudio.com/wiki/Ambient_Animals

20,000 hits and 2 lines of almost useless code! BIS hire a wiki author! lol anyway... I know we're all supposed t ocontribute, and I will when i understand it... I think we're all in the dark here.

so in the 6 evolution mp co-op dedi missions created for 2.6 unsung, we have working civs and working animals using wollfy's edited ALICE2 module (included in the mission folder) and the ambient animals module.

We have a new ambient buffalo, and we're thinking of making an ambient rat/ snake based on CSJ's original work in the mod.

BUT, how can you change the "demography" or in other words types of animals that spawn?

I see in one of our map configs it has

[08:16:39]
class Ambient
 {
  class Mammals
  {
   radius = 200;
   cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)";
   class Species
   {
    class Rabbit
    {
     probability = 0.2;
     cost = 1;
    };
   };
  };

but no cow, sheep etc, although placing the module in the mission it spawns cows, goats etc

so how does the module add types? and is it possible to add an init to the module to change the types?

I think only BIS can answer this!

pretty please!

---------- Post added at 10:02 AM ---------- Previous post was at 08:44 AM ----------

this is what i'm after using the animals module (i placed these directly)

farmtime-1_zps5e124176.jpg

p.s. i do have the map configs and the animal mlods etc but not sure what to do to add them to the arrays for the maps, or if that's even possible...

i guess last resort - patch the cow with the buffalo model/name

Edited by eggbeast

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ok well i patched the extant animals and they show up now using the module

sheep patched as pigs and added sounds

cows patched as buffalo

rabbits patched as rats with added sounds (new model/anim in pipeline)

sure would help if we could just add and take out classes in the ambient animals module init though...

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