Difference between revisions of "Civilian Population"

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==How It Works==
 
==How It Works==
 
[[File:Alive Civilian Population module.png|frame|alt=Civilian Population Module|Civilian Population Module]]
 
[[File:Alive Civilian Population module.png|frame|alt=Civilian Population Module|Civilian Population Module]]
The main ALiVE module is required to make ALiVE work.  It also includes settings for the built in Garbage Collector, Headless Client Support, Module Autopause and options to enable saving in Single Player missions.
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The Civilian Population module is used to control the spawning, despawning and control of ambient civilians and crowds. The module has a set of parameters that determine when civilians should be spawned, how many, hostility to sides and insurgent factions they may join or rebel against.
  
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The Civilian Population Module will not work unless at least one [[Civilian Placement]] module is placed. This module will populate the map with civilians.
  
===Usage===
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There are two types of ambient civilian. The first type is a "persistent" layer of civilians that live in houses, have a pattern of life, journey between locations and can participate in insurgencies. These civilians also carry intelligence, can be interacted with and if monitored may lead players to insurgent installations. The same individuals will spawn/despawn and are tracked as "ALIVE profiles".
Simply place ALiVE (Required) in the editor and choose the settings as desired. Do not sync it to anything.
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The second type is a "non-persistent" layer that make up the civilians forming crowds and creating the effect of busy areas. These civilians spawn and despawn around players and do not have a pattern of life and cannot participate in insurgencies. These civilians can form crowds and throw objects at hostile forces. The civilians can be interacted with and can be a source of intelligence.
  
===Parameters===
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In both case this module will attempt to spawn the closest civilians and despawn the furthest civilians from players, ensuring that there are no dead areas on the map when any active limiter on civilian units kicks in.
  
*'''''ALiVE Versioning:''''' this will output a warning if players attempt to join a server with a different version of ALiVEOptionally, editors can set it to Kick players as well.
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===Usage===
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Simply place Civilian Population module in the editor and choose the settings as desiredDo not sync it to anything.
  
*'''''AI Distribution:''''' If Headless Client is selected, it will automatically distribute all AI spawned by ALiVE across available headless clients.
 
  
*'''''Disable SP Save:'''''  Regular saving in Single Player is disabled by default as the large amount of data in an ALiVE game can cause the client to crash on saving.  Use Local Persistence in the ALiVE Data module instead.
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===Parameters===
 
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*'''''Disable Adv Markers:''''' turns off the Advanced Marker system.  This will also disable persistent markers, SPOTREPs and map drawing.
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*'''''Disable Admin Actions:''''' turns off the admin actions such as ghosting, teleport and debug functions.
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*'''''Enable Debug:''''' this will toggle debug mode and allow mission makers to see where civilian clusters (large green circle areas) are on the map, where civilians have been spawned and for "persistent" civilians, which current action they are undertaking (green text). This option will also show you where "non-persistent" civilians are spawned around players (green dot)
  
*'''''Autopause:''''' freezes all active ALiVE modules when no players are connected to the server.  For more control over pausing modules, see [http://alivemod.com/wiki/index.php/Script_Snippets#Pausing_Modules Script Snippets].
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*'''''Spawn Radius:''''' The distance (measured in 3D) at which civilians will spawn when players are on foot.
  
*'''''Garbage Collector:''''' the cycle time and lower threshold for when GC kicks in can be set here.  Set to -1 to disable GC completely.
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*'''''Spawn Heli Radius:''''' The distance (measured in 3D) at which civilians will spawn when players are on in a helicopter.
  
*'''''GC Exclude:''''' add classnames of any additional non-unit and non-vehicle objects to exclude from GC.  Alternatively, it is also possible to exclude objects by syncing them to the ALiVE module or placing ''this setvariable ["ALiVE_SYS_GC_IGNORE",true]'' in the init line.
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*'''''Spawn Planes Radius:''''' The distance (measured in 3D) at which civilians will spawn when players are on in a plane.
  
*'''''ALiVE Tablet Model''''' select Tablet (default modern tablet) or Mapbag 1 for WW2 style map cover.
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*'''''Active Limiter:''''' Limits the number of "persistent" ambient civilians that are spawned at any one go (not including crowd/non-persistent civilians).
  
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*'''''BLUFOR Hostility:''''' The level of hostility civilians will have for WEST side forces at the start of the mission.
  
==Admin Actions==
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*'''''OPFOR Hostility:''''' The level of hostility civilians will have for EAST side forces at the start of the mission.
Admin Actions are available to Server Admins via the ALiVE Action Menu in game.
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*'''''Activate Marking Units''''' will temporarily display the location of all units on the map.  Only the Admin can see these.
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*'''''INDFOR Hostility:''''' The level of hostility civilians will have for INDEPT side forces at the start of the mission.
  
*'''''Enable Ghosting''''' is a debug tool that will make the player unit invisible.
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*'''''Civilian Roles:''''' Certain civilians will be given western or eastern roles such as cleric, elder etc. These roles offer further interaction opportunities in order to reduce hostility.
  
*'''''Enable Teleporting''''' is a debug tool that will teleport the player to any location with a single map click.
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*'''''Enable Interaction''''' This turns on a more advanced interaction mechanism (from Spyder's Addon) that allows further intelligence to be collected from civilians. The ALiVE version has been updated to work with all civilian types in ALiVE. The ALiVE version will not run if Spyder's Addon is loaded. Civilians can mark places on the map to indicated insurgent activity etc.
  
*'''''Teleport Units''''' can be used to teleport other units around the map. Vehicle crews will be teleported out of the vehicle.
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*'''''Limit Interation''''' This allows mission makers to restrict advanced interaction to certain factions, classes or users. Simply list the those factions, classes, user names and/or PUIDs that can access advanced interaction and they will be able to interact. Other's can still try to interact but will be told they do not have permission. Example ["B_Officer_F","B_Sniper_F","Tupolov","BLU_F","4532341231","O_Officer_F"]
  
*'''''Profile Units''''' can be used to Virtualised all units during runtime. Useful for units spawned by third party scripts or Zeus.  Virtualised units will be taken over by the AI Commander on the next cycle.
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*'''''Insurgent Faction''''' This is the faction that civilians will report on. This faction should be specified in at least one placement module i.e. Military Objective or Civilian Objective Placement.
  
*''Toggle OPCOM Installations'' will show all existing Asymmetric installations such as IED factories and recruitment centres.
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*'''''Crowd Spawn Radius''''' Civilians will spawn in (enterable) buildings within this radius of players, if that building is within a civilian cluster and sun is rising/has risen. This spawns "non-persistent" civilians aka crowd civilians.
  
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*'''''Crowd Civs per House''''' This specifies the number of civilians spawned in one house for every house within the spawn radius.
  
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*'''''Crowd Limit''''' this is used to limit the number of crowd civilians spawned within the spawn radius.
  
==Module Settings==
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*''Crowd Faction'' this can be used to improve performance. If you only have one civilian faction in the mission, specify them here.
Admins can turn on various module debug views during runtime.
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[[Category:ALiVE Modules]] [[Category:Civilian Modules]]
 
[[Category:ALiVE Modules]] [[Category:Civilian Modules]]

Revision as of 03:29, 22 May 2019

Part of:
Icon sys AISkill.png ALiVE Civilian

How It Works

Civilian Population Module
Civilian Population Module

The Civilian Population module is used to control the spawning, despawning and control of ambient civilians and crowds. The module has a set of parameters that determine when civilians should be spawned, how many, hostility to sides and insurgent factions they may join or rebel against.

The Civilian Population Module will not work unless at least one Civilian Placement module is placed. This module will populate the map with civilians.

There are two types of ambient civilian. The first type is a "persistent" layer of civilians that live in houses, have a pattern of life, journey between locations and can participate in insurgencies. These civilians also carry intelligence, can be interacted with and if monitored may lead players to insurgent installations. The same individuals will spawn/despawn and are tracked as "ALIVE profiles".

The second type is a "non-persistent" layer that make up the civilians forming crowds and creating the effect of busy areas. These civilians spawn and despawn around players and do not have a pattern of life and cannot participate in insurgencies. These civilians can form crowds and throw objects at hostile forces. The civilians can be interacted with and can be a source of intelligence.

In both case this module will attempt to spawn the closest civilians and despawn the furthest civilians from players, ensuring that there are no dead areas on the map when any active limiter on civilian units kicks in.

Usage

Simply place Civilian Population module in the editor and choose the settings as desired. Do not sync it to anything.


Parameters

  • Enable Debug: this will toggle debug mode and allow mission makers to see where civilian clusters (large green circle areas) are on the map, where civilians have been spawned and for "persistent" civilians, which current action they are undertaking (green text). This option will also show you where "non-persistent" civilians are spawned around players (green dot)
  • Spawn Radius: The distance (measured in 3D) at which civilians will spawn when players are on foot.
  • Spawn Heli Radius: The distance (measured in 3D) at which civilians will spawn when players are on in a helicopter.
  • Spawn Planes Radius: The distance (measured in 3D) at which civilians will spawn when players are on in a plane.
  • Active Limiter: Limits the number of "persistent" ambient civilians that are spawned at any one go (not including crowd/non-persistent civilians).
  • BLUFOR Hostility: The level of hostility civilians will have for WEST side forces at the start of the mission.
  • OPFOR Hostility: The level of hostility civilians will have for EAST side forces at the start of the mission.
  • INDFOR Hostility: The level of hostility civilians will have for INDEPT side forces at the start of the mission.
  • Civilian Roles: Certain civilians will be given western or eastern roles such as cleric, elder etc. These roles offer further interaction opportunities in order to reduce hostility.
  • Enable Interaction This turns on a more advanced interaction mechanism (from Spyder's Addon) that allows further intelligence to be collected from civilians. The ALiVE version has been updated to work with all civilian types in ALiVE. The ALiVE version will not run if Spyder's Addon is loaded. Civilians can mark places on the map to indicated insurgent activity etc.
  • Limit Interation This allows mission makers to restrict advanced interaction to certain factions, classes or users. Simply list the those factions, classes, user names and/or PUIDs that can access advanced interaction and they will be able to interact. Other's can still try to interact but will be told they do not have permission. Example ["B_Officer_F","B_Sniper_F","Tupolov","BLU_F","4532341231","O_Officer_F"]
  • Insurgent Faction This is the faction that civilians will report on. This faction should be specified in at least one placement module i.e. Military Objective or Civilian Objective Placement.
  • Crowd Spawn Radius Civilians will spawn in (enterable) buildings within this radius of players, if that building is within a civilian cluster and sun is rising/has risen. This spawns "non-persistent" civilians aka crowd civilians.
  • Crowd Civs per House This specifies the number of civilians spawned in one house for every house within the spawn radius.
  • Crowd Limit this is used to limit the number of crowd civilians spawned within the spawn radius.
  • Crowd Faction this can be used to improve performance. If you only have one civilian faction in the mission, specify them here.