Arma 3
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Nutz Marine's Ambient Civilians
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer
Scenario Map: Tanoa
File Size
Posted
25.211 KB
Oct 15, 2018 @ 8:55pm
1 Change Note ( view )

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Nutz Marine's Ambient Civilians

Description
Set of scripts that automatically populate civilians and vehicles near the initialized object(s).

+Populates civlians in buildings and nearby open spaces
+Empty vehicles are spawned in tight spaces and alleyways near buildings, along fences, by parking meters, etc.
+Populates AI-driven vehicles on nearby roads
+Civilians automatically enter/exit buildings, sit on benches, walk to new destinations, etc.
+Drivers automatically drive around any nearby roads, selecting their own destinations
+Drivers will stop and honk at any vehicles or people that block their path
+Civilians and drivers are automatically despawned when far away for performance
+The number of cars, civilians, and drivers scales with the number of nearby buildings. So, cities will have higher populations while rural areas will see less cars and people.
+The ambient effect "follows" the initialized object, so if added to player for instance, civilians and vehicles etc. will be placed wherever the player goes, while despawning civilians from previously visited locations.
+Empty ambient vehicles are NOT despawned - this is intentional so that the map slowly becomes populated with empty vehicles that do not have to be spawned again. Performance here relies on Arma 3's "Dynamic Simulation" feature which is enabled for all empty vehicles.

{LINK REMOVED}
14 Comments
WallyJas May 26, 2021 @ 5:56am 
I'm loving the amount of civilians that this mod spawns .... as a player though, I'm often in a helicopter which seems to push the civilian spawning. Is there anyway I can spawn civilians based on a marker instead of the players position? Cheers in advance
hpt_leiche Nov 11, 2020 @ 1:49am 
Didn't get a chance to check it out as it was taking way too long to load, and I didn't have time to wait. I didn't have any other mods loaded either.
Fats Oct 20, 2018 @ 8:19am 
LOL! Damn rebel scum! My soldier just got ran over by a civillian jeep in midtown Tanoa! Too bad it runs so poorly. I suppose thats just the underoptimized arma engine again
Nutz Marine  [author] Oct 18, 2018 @ 6:56pm 
I replaced all Tanoa references I could find and made an Altis demo map. https://steamcommunity.com/sharedfiles/filedetails/?id=1542301662
Anfo Oct 18, 2018 @ 3:22am 
@Nutz
Still not woring after swapping out Tanoan objects
My latest rpt:
https://pastebin.com/R6Mfu32N
From line 748 might offer some clues?
Anfo Oct 18, 2018 @ 3:13am 
@82.
Have you tried w/o mods/scripts? If you have, your issue may be related to mine. I am changing out all the Tanoan vehicles/civs to see if it is that because I don't own Apex
sixt Oct 17, 2018 @ 9:29am 
Server and mp compatible?
Drod™ Oct 17, 2018 @ 5:02am 
how do i set everything up
Mr Forkbeard Oct 17, 2018 @ 1:17am 
waited over 2 hours for the example mission to load after pressing "play" in the eden editor. it just wont.. and i didnt even touch anything.

possibly a mod conflict.
Either ALIVE or VCOM is my bet..
either that or RHS... wich i find unlikely...
Nutz Marine  [author] Oct 16, 2018 @ 9:42pm 
I chose Tanoa for the demo map and used Tanoa assets as the procedurally generated pieces...if you look in the scripts themselves though you can change the civilian, vehicle, and building objects types to only refer to Vanilla Arma assets (these are big arrays initialized in the beginning of the scripts and don't affect the rest of the spawning/behavior functionality, only cosmetics/assets that are spawned). Check ambientCivilians.sqf, ambientVehicles.sqf etc. and initialize to an object on an Altis map for example.