Fleeing Civs | ArmA 3
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- Опубликовано: 20 авг 2024
- Quick video demonstration on how to make civilians flee into a random nearby house AND play a random frightened animation.
** DOWNLOAD SAMPLE MISSION HERE **
drive.google.c...
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Thank you for this tutorial. Very awesome!!
Looks great! I'd remove the eventHandler at the start, though. Otherwise, if you stand near 5 civs and spray a whole clip, you're triggering the eventHandler 150 times instead of 5.....
Good Job!!!
is there a way to have the AI do the the animation on a trigger?
Amazing video! however I can´t find the the version with the script for tanoa, are you planing to do it? Otherwise does anyone know were you find the list of buildings? :)
It should already have Tanoa incorporated in the script. If it doesn't work, I'll look into it more.
i really need to stop being so lazy, opened the file and saw the .Zargabad and assumed it was just for that map/islamic buildings. My bad
good work
Hey Pronk
Are there any chance that you can change the script for fleeing so after some time the civilian goes back to "normal" again.??
To add this eventhadler to Zeus,
you need to add this code to Zeus module init
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
if ((_entity isKineOf "Man") && (side _entity == civilian)) then {
[_entity] call civFlee;
};
}];
i can't get this to work, the civs aren't doing anything do i have to put something in the mission through the editor ?
It should work, what have you done so far to get it into the mission?
I put the init info in my init.sqf in my mission file and i go into my arma 3 load the mission... nothing?
Are the civilians already placed in the mission when the mission begins? It should automatically apply itself to all civilians already placed in the mission. It will not work on spawned AI, unless you read the example in the OP on the forum thread.
not atm, it's a Zeus sandbox, should i have done that?
Ooooh, that explains it. The way the script works out of the box, as shown in the video, will only work for civilians that are already placed in the editor before the mission is loaded up to play. If you're able to add code to units you spawn in Zeus (I haven't used Zeus in a year or more) then you can copy & paste the eventHandler code into the unit's init field.
Whenever I update this script again, which may be in a couple weeks, I'll see if I can make it easier to use and more efficient with better directions to follow. :)
How can I change the weapon? I put another weapon and ammunition in the init and it does not work. Thank you
My English is not very good, I'm sorry
This is awesome. I'm creating a script based game mode and would like to implement this to my ambient civilians system. Do you know of anyone having done this already?
I'm pretty sure at least a couple people use my fleeing civilian script, or at least a rendition of it, in some missions already. My Takistan Insurgency mission, for example, uses a version of it.
I got you, I implemented it in with COS and some other civilian features. Also, do you by any chance have a building list for JBAD buildings? I've been searching far and wide for one but I can't seem to find it.
I haven't, but you can find the classnames for those buildings by going into the config viewer in the editor (looks like a gear icon) and expand "cfgVehicles" by double-clicking it. I think the classnames of the buildings in the jbad pack will start with Jbad_buildingName or at have Jbad somewhere in their name.
I know, I was just hoping someone already made a nice list for me:( thanks
Out of curiosity, why did you use a pool of classnames instead of just using nearestBuilding?
hey Phronk
How to make this work on a server, what shall i do to make it work..
i can get it to work in a SP game..
It's not a mod, it's a script you'd have to put into a mission. You can't just "run it." It needs to be injected into the mission. The video should be pretty straight forward on how to add it. The default script doesn't auto-detect civilians spawned after mission start, you'll have to call the code manually on spawned civilians for them to utilize it.
i was thinking about if i have to change anything in the INIT file to make it GLOBAL and not just LOCAL.
if you understand what i mean..
google drive link needs an update, script looks very nice
The BI forums should have more up-to-date links, try this one:
drive.google.com/file/d/0B4yOaAf22aR-cnF5aDFSYUZNQzQ/view?pageId=109877726120877345563&resourcekey=0-LHds9PxI2CMofYOS3X9tXg
Never updated it publicly, so it may have some bugs.
is this in the insurgency mission?
A version of it will be in the upcoming update at the end of January, yes.
ArmaPhronk looking forward to it's release. one thing I still would love to see is some information slots
What do you mean by information slots?
opfor slots. id think 5 opfor slots and with some values that win or loose the mission for each faction. opfor unlimited lives or tickets. bluefor 100 tickets and they gain more for successful cache's detonated
That'll come eventually. When I do add it, I'd like to have it like the A2 insurgency where the allowed opfor slots is determined by the ratio of blufor players playing in the mission. For example, for every 5 players add 1 opfor slot. Something like that.
For now, the focus is improving the mission's core features and adding onto it for cooperative play. PVP will be more of a final focus.