Some other work I've recently done is trying to get custom CityCenters to work. These are useful if you're trying to populate "empty" towns when using ALICE2.
To use these, first you need to patches, found in the CA folder in the demo missions. Just copy the CA folder to your mission directory.
To place a custom CityCenter, use the GameLogic/Location objects in the editor, name the object (eg loc_1) and place the following in the INIT:
this setVariable ["name", "Lighthouse"];
this setVariable ["demography", ["CIV",0,"CIV_RU",1]];
You only need the Demography setting, if its anything other than Takistan Civilians.
Then in your ALICE2 and Ambient Civilian Vehicles modules inthe Editor, place the following in their INIT:
this setVariable ["townlist",[,loc_1,loc_2,loc_3]];
this setvariable ["debug",true];
Use the Debug flag if you want to see markers of all the civilians and vehicles.
Lastly, you will need to override the BIS_fnc_locations function with my patched version. In the Functions module, add the following to the INIT:
BIS_fnc_locations = compile preprocessFileLineNumbers "CA\modules\functions\systems\fn_locations.sqf";
The HouseEffects hack basically lights up windows in houses at night and chimney smoke, when playing on Utes or Chernarus.
- Fixed a number of syntax bugs in ALICE2 and SYLVIE
- Added ability for ALICE2 to spawn units in ALICE1 buildings (AIDoors on Utes/Chernarus)
- Added debug on ALICE2 Traffic
- Fixed ALICE2 Traffic despawn only when players are not around
- Fixed debug markers of custom locations in BIS_fnc_locations