Civilian Placement

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Part of:
Icon sys AISkill.png ALiVE Civilian
Requirements: Synced
Icon sys AISkill.png Civilian Population
Onebit no.png


How It Works

Ambient Civilian Placement reads the map and creates a list of civilian locations and is used to define optional parameters for the civilian population. The separate Civilian Population module handles spawning of Ambient Civilian units and the generic starting hostility to each faction.


Usage: Place the Civilian Population module in the editor and any number of Civilian Placement modules. Civ Placement can be restricted with TAOR and Blacklist markers in the same way as Military Placement. Multiple TAORs can be listed and separated by a comma (e.g. TAOR1,TAOR2) The module does not need to be synced to anything.


Note that killing civilians will eventually turn them against you and you may find some unpleasant surprises coming your way.


Editor Notes

Note that less filtering you use, the longer CP will take to find locations. Very large maps such as Altis that have 500+ settlement can take up to 20 mins to initialise.

If you want very highly populated areas, keep the TAORs small and turn filtering off.

For full map civilian ambiance, filter to Ignore Small+Medium locations and put all other settings to Low. Use a combination of techniques to get your desired effect.


Custom Unit Blacklists

Advanced uses can customise the force compositions by blacklisting certain units, groups or vehicles. To do so, add one or more of the variables to the sys_Profile module init field, where type is the vehicleClass C_man_1

ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["unitType_1","unitType_2","unitType_3"];
ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST = ["vehicleType_1","vehicleType_2","vehicleType_3"];
ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = ["groupType_1","groupType_2","groupType_3"];