Ambient Civilians – Arma 2 Talk

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For these Modules, could we please discuss or look into, or mention experiences with: how much lag these introduce to a mission if used, how much extra CPU consumed, "optimal" settings to use, if they add on to the wait time of trying to JIP a mission that's been running Ambient Civilians for 3 hours, etc. Thanks! Also, my experience with Arma 1 has been that all objects (bullets too?) created during a mission are re-created on a joining players computer (even if they had been deleted).. so how these Modules affect JIP is big concern. --Doolittle 20:07, 12 June 2009 (CEST)

Per Gaia: "Civilians are not deleted because of they would lost all conversation, respect and damage stauses. However, they're AI and models are disabled once player get far enough." --Doolittle 22:12, 1 September 2009 (CEST)

alice2

Doolitle pop in onto my teamspeak if you want, www.team-dst.com

I want to convert this module for use with army ai instead of civilian.

Haven't started yet but I have looked up at the Ambient Civilians module code top down a few times. I do not know about Jip reaction of the script, the multiple variables this module update on the fly do cause lag in some precise cases, and it needs to be well balanced (percent of civilian inside house and walking around, and how much they are affected by shots or presence around them 'witch cause the most lag' ... etc etc) the Respect modify affect more than the ThreatDecay as far as I know. well questioning the town logic to get the live parameters did not work for me, yet.

--# 15:13, 1 October 2010 (CEST)

=DST= Ocramweb (I am available from 5pm to 9 pm GMT- in any case you can leave a text onto the TS in case the guy around does not speak english, and I'll get back to you )