P

powreshard

Member

Last active 7 years ago

  1. 7 years ago
    Tue May 23 04:10:52 2017

    Hi, thanks. Civ placement reads from CfgVehicles? Strange since I didn't get that exact module to spawn anything without setting up CfgGroups for them. Actually the faction I created does not list any CfgVehicles at all, only CfgGroups with already existing CfgVehicles from another faction in them :D
    And that is what I have linked to my civilian placement module.

    A problem I have now is that my civilian placement module placed zombies which are independent side do not want to attack civilians of civilian side even though I have it enabled
    ryanzombiescivilianattacks = 1;

  2. Sun May 21 21:45:55 2017
    P powreshard started the conversation How to Disable clearing a civilian occupied area?.

    Hi!

    So I have a zombie mod with safezones. I am using the civilian placement module to place zombies as if civilians all over the map and it creates civilian occupation areas.

    Problem I run into is that after I have spent a while in an civilian occupied area, it becomes "cleared" as in neutralized.
    Is there some way to prevent that from happening? I want zombies to continue spawning in there later on.

  3. Sat May 20 18:56:42 2017

    I managed now to make an ORBAT created faction work for zombies, but had to do some manual editing of the clipboard data since copying a faction was not an option nor was creating a new faction. I had to manipulate the original and then later change faction name in text editor for all of its occurrences..

    Like thus: Ryanzombiesfaction > Ryanzombiesfaction_ALiVE

    ALiVE apparently reads only the units inside cfg groups instead of the faction units themselves.
    This confused me a for a second.
    So I made this new faction with new groups that had ryan's real zombie units in them and then using this faction now spawned those select units I wanted.

    I can little bit influence probabilities too by adding like 4 same type of unit and 1 other type to create a 4/5 ratio of the clones in a group for an increased occurrence but still I would prefer it being implemented in the mod itself as I don't want to make 999 zombies and 1 demon group to have 0,1% chance for demons being spawned.

    Thank you for your help and time :)

  4. Sat May 20 16:09:52 2017
    P powreshard started the conversation Help needed. Probabilities and/or whitelisting units..

    Hi everyone!

    So I learned of this awesome mod yesterday and immediately went nuts with it.
    But then I got some issues which I haven't been able to easily overcome and FAQ did not give a direct answer.

    I use this mod for populating the world with civilians and zombies (zombies & demons mod).
    The modules I use are the "civilian population" and "civilian placement".
    What I want to do, is spawn only specific zombies, only specific civilians.

    I know I can make blacklists to the faction, but it is kind of an upside down approach, if I just want 1-3 specific types of NPCs to spawn with the given civilian placement module, listing rest of the faction as the blacklist seems strange.
    Then again I really can't make my own faction either, since zombies and demons scripts target all their original faction.

    How can I do this effectively?

    ---------------------------------------------
    The next question:
    Probabilities, can I in any way alter them?
    I would like to be able to somehow affect the likelihood what is spawned. Let's say vehicles, I want a bicycle to be a commodity and a car a super rare occurrance. Or a specific zombie like walker to be the main niche and then with like 0.01% chance there to be a demon instead of regular walker.

    How could manage to do this?

    Thank you! :D

  5. Fri May 19 16:01:43 2017
    P powreshard joined the forum.