Difference between revisions of "Civilian Placement"
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==How It Works== | ==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 | + | 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 | + | ''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. The module does not need to be synced to anything. |
Revision as of 05:56, 24 October 2014
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Requirements: | Synced | ||
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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. 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"];