Difference between revisions of "Civilian Placement"

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|scope="row" colspan="2"| {{Partof_Civilian}}
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Civilian Placement reads the map and creates a prioritised list of civilian objectives.  Locations include industrial complexes, primary resources such as mines as well as towns and cities.  These locations will be used as tactical objectives by synced Operational Commanders.
 
  
''Usage'':  Place the Civilian Objectives module in the editor.  By default, Civ_CO uses a precompiled list of objectivesThese have been generated for most popular maps and included in the module.
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==How It Works==
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Ambient Civilian Placement reads the map and creates a list of civilian locations and is used to define optional parameters for the civilian populationThe separate Civilian Population module handles spawning of Ambient Civilian units and the generic starting hostility to each faction.  
  
To restrict Civ_CO to identifying objectives within a user-defined Tactical Area Of Responsibility, place an appropriately named area marker covering the chosen area.  A good convention is to use the format TAOR_Faction_xx (e.g. TAOR_BLUE_1).
 
  
Blacklisted areas will be ignored by Civ_CO and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_2). If TAOR and BL area markers overlap, Blacklist always takes precedence.
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''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,TAOR2The module does not need to be synced to anything.
  
Objective Filters provide options to restrict Civ_CO by size or relative importance, so for example it is possible to identify only large settlements and important infrastructure as objectives, excluding smaller villages and objectives.
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Note that killing civilians will eventually turn them against you and you may find some unpleasant surprises coming your way.
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==Editor Notes==
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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. 
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If you want very highly populated areas, keep the TAORs small and turn filtering off.
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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.
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'''Custom Unit Blacklists'''
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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''
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<syntaxhighlight lang="php">
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ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["unitType_1","unitType_2","unitType_3"];
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ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST = ["vehicleType_1","vehicleType_2","vehicleType_3"];
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ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = ["groupType_1","groupType_2","groupType_3"];
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</syntaxhighlight>
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[[Category:ALiVE Modules]]

Latest revision as of 06:34, 26 March 2021

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"];