Is area based - there can be multiple instances of CP system running on the map.Can be controlled by triggers - each instance of CP can be turned ON /OFF on demand. Can be greatly customized through module attributes and module setup / placement.Automatically avoids spawning and despawning of units in player's vicinity, especially if the position is in direct line of sight.Type of civilian units spawned is automatically determined according to terrain used.The CP system consists of tree types of modules, described in the following sections. Example: Apply random loadouts from the CUP Units mod to civilians: This is the core module that provides global definition of system behavior in a given area.Įach of the module settings has its own brief in-game description in the tooltip.Ĭode On Unit Created / Deleted These two attributes allow for the definition of custom code that gets called when unit is spawned / despawned by the CP system. ] remoteExec Civilian Count Defines how many civilian units should be created and handled by the CP in the area. If there are more units, the extra units get continuously despawned until the unit count reaches the value and vice versa. Use Panic Action Allows for use of panic action on the handled civilian units. Because panic state animations do not always working well, this is an optional setting. Try what works best for your scenario and use case. Use Agents Controls if agents (units with limited simulation) should be used instead of standard units. Agents are less performance demanding, but not all of the unit related script commands works with them. If you experience such issues, turn this option OFF. If this option is ON, you will see overlay debug indicators on CP units and waypoints / cover points while running the scenario. The overlay contains information about each unit position, destination and threat level (how afraid unit currently is) and each waypoint placement and it is capacity. Unit Types This parameter controls what kind of units are created on map. By default, module will try to automatically pick terrain appropriate civilians. If you want to turn ON & OFF the system in the area, synchronize the module with a trigger (ideally with Repeatable flag checked).Resize the module to cover the whole area you want to populate / handle by the CP system.Place one Civilian Presence module per area.It is also possible to override that automatic selection and pick unit types manually. When trigger is activated, the CP gets activated and will start to populate area with civilian units.When trigger is deactivated, the CP will start to shutdown, continuously removing handled civilians.When last civilian gets removed, the whole CP for the area gets deactivated. Module can be expanded via mods which can add different unit types or define their default type ofĬommunity made maps can define what kind of units are spawned by Civilian Presence Module by default. Name of that parameter should match terrain class name from CfgWorlds.īelow is example code adding Livonian units to Chernarus:Ĭlass CivilianPresence_Presets To do so, a new array has to be added to UnitTypes.
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