Ok, still Alpha status, as I realized after zipping it all up that there's an error in one of the hints (it shows regardless whether there "DEBUG" flag is set).
Here is the idea. The mission has an init.sqf with a single line:
["", "", 1, 1] execVM "JTD_CityInit.sqf";
The first param can either be empty "" or "DEBUG" or "MARKERS." (You can put anything else, but it will end up being the same as "".)
Debug shows a bunch of hints that I use to show me where I'm messing up. Markers shows the markers on the map, but not the hints. Empty doesn't show anything.
The second field is either empty or "PLAYERONLY" for the triggers. Empty, and any unit will trigger the triggers - which in this case will spawn civilians. "PLAYERONLY" will make it so only the player will trigger the triggers.
The third field modifies the size of the radii for the markers/triggers. Default is 1. The scripts will multiply the size times the modifier. So, if you want the triggers half as big, the value should be .5. Twice as big should be 2.
Same idea for the fourth field, which is the number of civs to spawn. It will generate a random number based in part on the size of the trigger radii. That number is mulitplied by the modifier. Want fewer civs generated, put in a small number like .5. Want more, then put 2 to double it.
This script relies on somewhat updated versions of these scripts:
http://www.ofpec.com/forum/index.php?topic=32328.0The mission just puts you in a spot with a motorcycle or a helo to travel with. There are (dynamically created) triggers in the cities/towns that spawn the civilians when a unit activates it. Problem with the helo is that if you go too fast over/through a city, you're not likely to see civilians.
My preference was to imitate an urban area in a war zone - civilians are still there, just not many, and they don't likely want to be around bullet-magnet soldiers. Of course, in the ArmA world, the only civilians are able-bodied, military age young men. :doh: And, there are still some AI issues: loiterers (guys just standing around, although I've alleviated alot of this behavior by just trial and error), guys walking off of the tops of buildings, and some walking-through-walls things when viewed from a distance.
But, I think overall this can add to immersion.
(I've attached the test mission to this post, as well as editing the original.) I can post the scripts, too, if someone is interested.
Edit: Oh, and this MIGHT even be multi-player friendly. Maybe. I haven't tested it, but I've included some things that I think will help make it that way. Maybe. Keep in mind I'm an utter n00b.
Edit2: Oh, and I think the mission included in this has the following init, which activates the debugging hints.
["DEBUG", "", 1, 1] execVM "JTD_CityInit.sqf";