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New Civilian Traffic Script...oh and a new mission!

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  • New Civilian Traffic Script...oh and a new mission!

    First of all, many thanks must go to --TJ-- (TJ72) over at the BIS Forums for releasing to me his new Civilian traffic generator script! I have worked with TJ in developing the airlift script with "The Scientist" and that script is almost perfect now. This is the first Pre-public released version and it's a real privilege to include it in my new mission for Schmalfelden discussed below.

    This new script really does add something that ArmA has been missing for years, a civilian presence on the roads! This tidy little script basically generates manned vehicles in towns, at Game logic positions then said spawned vehicles run along the main roads heading to other town spawn points. The cars generated are a random selection with many options for the mission editor to change, like vehicle type, number of vehicles spawned, number of groups and also number of "town" logics placed. it is dead simple to use, and so far from my own testing there seems very little to tweak, although the TG community I am sure will offer suggestions to help expand this script in the near future.

    Anyway, the thing I like about it is, the sense that now you can forget about adding civ cars one by one and adding a whole host of waypoints, this script does it all! :D
    Also if a car gets stuck, after a certain period of time it simply respawns! NICE!

    I have tested the drivers reactions and so far I have fired my gun in the air an the approaching car stopped the driver got out an lay down just as you would expect during a checkpoint search. Aftyer a short period the driver got back in and carried on his way. I also tried this with a bus as I wanted it to stop so I could get on, as I didnt want to walk! Sure enough the vehicle will carry on even with it's human passenger!!

    Great work TJ... it is on the server tomorrow with my new mission....

    OPERATION VIXEN!

    Full description of this new mission presented here. This mission has taken the concept of The Scientist with regards Radio communications, only now the people using the Command net is the small command group and the Radio Operators only... who have to relay messages to their squad leaders and take messages back......

    Testing tomorrow!

    ;)

    BD1
    BlackDog1




    "What we do in life... echoes in eternity!"

  • #2
    Re: New Civilian Traffic Script...oh and a new mission!

    This is very cool. Back when I was attempting to build my uber mission last summer I really wanted something like this to add atmosphere. I tried creating some "escort" missions that involved protecting a fleeing civilian convoy, but ran into some problems on the AI pathfinding.

    Looking forward to trying the mission out.


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    • #3
      Re: New Civilian Traffic Script...oh and a new mission!

      Exactly what I have been looking for! Can't wait to try it out!

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      • #4
        Re: New Civilian Traffic Script...oh and a new mission!

        XenoMasta, I have sent you a PM... as soon as we hav fixed a couple of bugs, it is good to go!

        TJ will be in touch I am sure.

        Regards
        BD1
        BlackDog1




        "What we do in life... echoes in eternity!"

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        • #5
          Re: New Civilian Traffic Script...oh and a new mission!

          Glad to hear about the make_drivers scripts working ok. :)

          Its made to be easy to setup and expand and modify using addons with the cfg names of the vehicles and civilian units you want to use. So it sounds like the Readme is informative enough so people can use it easily.

          I can think of ways to expand it allready. Any suggestions on improving this from the guys around here will be greatly appreciated and seriously considered.

          If any of the drivers get shot then the vehicle will stay there and not respawn so you can consider those vehicles available if you find dead drivers but working cars. If you hitch a ride with a driver they may respawn while your onboard which is inconvenient to say the least.

          So right off, I can think to add a check if the car has human passengers and if so they will not respawn untill the humans or their group members get out. That way the cars become useful and safe as impromptu taxis if a player decides to hitch a ride.

          The ability for players to flag cars whenever they want would be a cool thing. So maybe your squad is at a checkpoint or just wants a ride out of their location this could add to the gameplay somehow....

          Few other ideas but Ill save them for another day.

          Blackdog: I pm'd ya
          Last edited by --TJ--; 05-20-2009, 09:01 PM.

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