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Autonomous civvies and cars


simi

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Hi guys,

I was trying to put civvies into scenario,and let them walk autonomously on sidewalk,but I could not find out how to do it.

I choose a map, create navmesh, then I put couple of civvies into the map, than put source region ( the yellow one) on them and then what?

Don´t you have any tutorial or even better step by step "how to"?

:confused:

Thanks in advance

Simi

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Basically right-click the source region, and systematically go through all the submenus (number of "copies" (aka spawn pool size), spawn frequency, drain region, sparwn start and end conditions). Once that all necessary factors have been set, the context menu of the spawn region will show a checkmark that is actually now IS a spawn region.

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Thanks for your help guys,my deepest apologies for reaction after two days,but as you know,and I am sure you do,our wifes got always something very very important,much more important than SB.Now,I am back,everything works just fine,but my civvies still appear with AKs and RPGs.I tried everything from the top right menu,blue red,neutrals,blue if....they still carry weapons.Any ideas or help.

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Thanks for your help guys,my deepest apologies for reaction after two days,but as you know,and I am sure you do,our wifes got always something very very important,much more important than SB.Now,I am back,everything works just fine,but my civvies still appear with AKs and RPGs.I tried everything from the top right menu,blue red,neutrals,blue if....they still carry weapons.Any ideas or help.

Set them to "disarm if" mission time greater than 0:00 (its an option when you right click on the unit).

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Well fellas nothing works,not even discard weapon if...Most probably Tacbat is right,there is something on my computer.Anyway thank you all for awesome work and better and better game each year.As you know there are not so many TANK PORN ENTHUSIASTS in this world,but you are the best.BTW I have read many posts from the wishlist,how about HIGHTOP SHOE-M 577,and the whole M-35 deuce n half,eventually BIGFOOT familly...well,you know I have to mention it

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First, add a new side for the civilians:

On the top right under Choose side, select Configure with the drop down box. Then click Add party to add a new side, which will be green by default and set to neutral to red and blue. Hit Ok, and then select the green side.

Now you'll need to add some units as a template:

Right click on the map, New unit / Civilian / Casual 1 / Bulk create civilians. This will create a small pile of units. Left click and drag to select all of them, right click on them, Options, Spawn if... and then enable the mission time condition set to Mission time < 0:00, and hit Ok. This keeps the template units from spawning and just standing around doing nothing. You can drag the units off the border of the map if you wish to keep things from getting cluttered.

Next we'll add the source region:

Right click where you want to start drawing the region, select New graphic, Custom region, and begin drawing the region, left clicking to add new points, and right clicking to finish (it'll automatically connect the last point you placed to the beginning.)

Now configure the region to spawn units:

Right click anywhere on the region's line, select Spawn zone, Prototype, and then, for this example, All. This will add all existing green units to the list of units that will spawn in the zone. You can also manually select them in the list or click on More to open a window to do the same. Then, still on the Spawn zone menu, select Unitcount and pick however many units you want walking around at once. Frequency sets how often they spawn, defaulting to every 10 seconds, with a bit of randomness from the Use random distribution setting. Then set the drain regions, which can be the same region you're using to spawn them from. Pathfinding lets you set the units to walk directly to their randomly picked destination, or have them follow roads. You can also set specific conditions to cause the units to start or stop spawning. If you don't set either they'll continue to spawn during the whole scenario.

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Well Rotareneg,I do not wanna look like a total stupid,but how exactly do you work with the CONFIGURE DROP BOX,I mean what preciously to click.I have tried several times,but there are still armed girls.

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I am back,everything works just fine,but my civvies still appear with AKs and RPGs.I tried everything from the top right menu,blue red,neutrals,blue if....they still carry weapons.Any ideas or help.
Set them to "disarm if" mission time greater than 0:00 (its an option when you right click on the unit).

So for the long version ….

1. Right click on the civilian/civilian unit.

2. You'll see a "disarm if …" option, click on it.

3. You'll then see the pretty standard Steel Beasts conditional logic box.

4. At the bottom you'll see a line "If Mission time …"

5. Click on the radio button to the left of that entry so it is selected.

6. Enter a time of "greater than" (>) 0:00 so that the condition is satisfied immediately the scenario starts.

7. Since the condition is satisfied immediately, the civilian/civilian unit will effectively start unarmed.

8. Move on to the next civilian/civilian unit and repeat the process until you are done.

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a quick, silent video showing the process.

That's all it was, I was just showing the process as I described in my previous post.

I just uploaded a new video with captions to make the process a bit clearer:

frIamDAI4w8

Edited by Rotareneg
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8. Move on to the next civilian/civilian unit and repeat the process until you are done.

Use Shift+click to select multiple civilian units simultaneously. Or the lasso box. But it works only for units of the same type, so don't mix cars and people, or people and waypoints. Ctrl+click to unselect one item.

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Use Shift+click to select multiple civilian units simultaneously. Or the lasso box. But it works only for units of the same type, so don't mix cars and people, or people and waypoints. Ctrl+click to unselect one item.

Yes, but I was trying to keep it simple, since my first response was apparently too abbreviated. ;)

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