

the adding of civilians into the mix seems elusive. I'm running A3XAI and blckeagles for random encounters and missions and that seems a great combination. I just wonder if InfiSTAR is somehow blocking these things - how would I even check? Also, there's no warnings or errors in the logs to give a hint as to why this does not work. Also the car script tends to work with unexpected results. however things like the fire script works (just also seems to light up log piles outside houses so perhaps not so keen on that one). but now I'm working on a Livonia server ALiVE hasn't indexed Enoch yet so that kinda ran into a dead end.Īdding tpw_core and tpw_civs to init.sqf using the methods noted in the readme section at the top of their scripts does nothing. Tried ALiVE and that wasn't working, though I think there's some that have kinda got it working with Exile and I do have a copy of an old Cherno PBO given to me that has it kinda working. So I scrapped that idea, went looking for something else. Now that I have my observation post being created where I want it, it’s time to man it.īIS has a function just for this, which I’ll examine in my next post.I've been trying to add ambient civilians via various methods, Madin_AI just works fine when not on the dedicated server but when on the server nothing happens, no errors mod loads fine just does nothing. The parameters I’m passing to the script, getPos this, getdir this are the position and direction of the game logic, allowing me to tweak the placement of my observation post just by moving or changing the direction of the game logic. call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")) To call the DynO I place the following script in the game logic’s Init field. I’m going to use the template called “guardpost3_us” for my observation post.įirst I’ll place a game logic on the map where I would like my observation post created. Armaholic has a nice set of reference images from the built in library. Dynamic Object module (DynO)Īccording to the biki the DynO will allow you to build sets of objects from existing templates.

Mission Outlineįor my simple little mission the player will start from an observation post, patrol through a town, deal with any enemy along the way and return to the observation post. If you are following along I’m assuming that you are familiar with the basics of Arma II mission editing: inserting units, saving etc. I’m particularly interested in the Dynamic Object and Secondary Operations modules. To try them out I’m going to walk through building a simple single player mission.
townlistOptional parameters Set variables to BISalicemainscope with desired values. One of the new Arma II features I’ve been interested in are the editor modules. Modules (F7) > Ambient Civilians Data: ca\modules\alice Startup.
