Arma 3
Dyanamic Civilian Traffic Showcase
35 Comments
SpaceGhost 16 Jun, 2024 @ 7:57am 
OK, got it. So for any future people, you put it in the mission itself in the Eden Editor. All the screenshots showing a Zeus interface confused me.
SpaceGhost 15 Jun, 2024 @ 5:33pm 
When I place the composition in Zeus, I get a message at the top that says one or more of sever entities in the composition were not compatible and were skipped.
Do I need to put this in the mission in Eden Editor first and configure it, and then bring in the composition in Zeus during mission?
Арти  [author] 21 Mar, 2024 @ 9:37pm 
In the editor, look under the "Groups" tab - under compositions it should be under Workshop Compositions.
🟢GreasyWeezy-λ 21 Mar, 2024 @ 7:49pm 
i looked through the editor and nothing for this shows up or works and i looked at my stuff in the launcher it dosnt even show up there
Non1KK🎩 26 Dec, 2023 @ 5:23am 
@RD_Dukty Great! And the last question from me (I won't bother you anymore))) You can make addon versions for different DLC, so that you don't have to do it manually, it would be cool)
Richard Kemper Gacy 26 Dec, 2023 @ 3:04am 
thanks, i will try to play around with it
Арти  [author] 25 Dec, 2023 @ 6:47pm 
@TRI$

Technically it would be possible, however the main issue is that if a player is disembarked from a vehicle, or not otherwise traveling in a straight line, determining where to spawn units would cause them to spawn in isolated pockets (not where you want them usually), rather than diffusing around the player naturally.

This could technically still be achieved by cranking up the spawn-rate on units however it would negatively impact performance more than this mess of code already does.

If you're still interested in trying this, try cracking open the main trigger, and modifying the setPosition values when the trigger moves. If you change the "floor random()" values to a smaller number and then add an offset it might achieve the desired result you're looking for.
Richard Kemper Gacy 25 Dec, 2023 @ 12:38pm 
is there a way to spawn cars in front of the player only, instead of all around?
extravagance 9 Sep, 2023 @ 11:23pm 
words cant describe my happiness

a traffic mod that ISNT zeus-related and super easy to navigate and highly customizable? youre a fucking lifesaver bro you deserve an award
Арти  [author] 1 Sep, 2023 @ 3:03pm 
@Non1KK

If you want vehicles to spawn in closer proximity, theres a line in the main trigger;
[position _x,800+floor random 400,40] call findRandomRoad;
"800+floor random 400" which tries to find a position between 800 and 1200 meters from the player, if you want to make vehicles spawn closer, decrease the 800 first (but probably no lower that 200), and you can also lower 400 a bit (though again I wouldn't go lower than 200).

As for the vehicles movement, there is no way to make them follow you, however they will continue to spawn around you as you move about the world. (However, it should be noted if your driving a fast vehicle like a car or helicopter, new areas you go to will be slow to repopulate due to how the script works.)
Non1KK🎩 1 Sep, 2023 @ 11:25am 
And how to reduce the distance of the appearance of a car? And is it possible to make them go to you or according to your movement and not randomly?
Non1KK🎩 1 Sep, 2023 @ 8:23am 
@D_Dukty Thank you very much!
Арти  [author] 1 Sep, 2023 @ 7:47am 
@Non1KK

1. Yes, just spawn in a player character and place this composition somewhere within 300 meters of your character.
2. If you've placed both the composition and a player character both down in the editor, wait a minute or so while looking around - ensuring that you're near roads. It may seem like it's not working at first but it takes a little while for the local dynamic population to reach it's full size.
3. Yes, but not without adding the cfg Reference names of whatever vehicle you wish to add manually. (While in the editor, cursor over whatever vehicle you want to spawn, and copy down the technical name - it'll be something like "C_Truck_02_covered_F".)
Add this name to the list in carMagicRock near the top.
4. From the main-menu, you can open the editor from the rightmost button in the center, or by selecting it on the drop-down from single-player. There is no way open the editor mid-mission.

If you run into any more trouble or any problems persist, let me know.
Non1KK🎩 1 Sep, 2023 @ 6:06am 
I have some questions
1. Just zaspavnil in the editor of the character and composition and play?
2. If so, why don't cars spawn?
3. Does the mod support DLС?
4. Since I'm a beginner, I want to ask which button to open the editor in the game?
Арти  [author] 6 Apr, 2023 @ 9:12pm 
Ah that makes sense; it takes a bit for the world to populate since nothing spawns close to the player; so it can feel empty at first (That; or it literally doesn't spawn anything for the first minute. I've honestly forgotten). Anyways, if you really want to increase spawning of vehicles, there's a "Nearest-road" value in the script somewhere; increase the value to cause more vehicles to spawn. Alternatively, you can lower the trigger timer down to ~1.5 seconds; (Don't set it lower or it might break)

Be warned, both of these will probably exponentially increase the amount of vehicles spawned - and might cause performance issues. If you want a very high population of vehicles for in urban areas, you can adjust the settings to allow vehicles to spawn closer to the player, as well as despawn closer - this should counteract some of the performance loss (in theory)
biarrot64 6 Apr, 2023 @ 8:12pm 
I'm sorry it work like 4 minutes after the beginin of the scenario, how can I do to have more vehicules on the map ?
Арти  [author] 6 Apr, 2023 @ 6:05pm 
Uh. I have no Idea how d3s handle's their class names - but I'm reasonably certain that's a seperate naming convention. Whenever you mouse over a vehicle type in the editor, a class name along the lines of "B_Truck_01_mover_F"; or something similar to that appearance should pop up.

Try doing that for a couple vehicles in the mod, and if they're different to what you posted copy them in; if not, send me the workshop link to the vehicle mod and I'll take a look.
biarrot64 6 Apr, 2023 @ 5:52pm 
withe this ] at the end
biarrot64 6 Apr, 2023 @ 5:52pm 
like this , civillianVehicleTypes = ["d3s_stelvio_18","d3s_Q7_15","d3s_RS7_13","d3s_bentayga_18",
biarrot64 6 Apr, 2023 @ 5:50pm 
I just replaced the id (it's a d3s vehicule) and deleted vanilla vehicules
Арти  [author] 6 Apr, 2023 @ 5:24pm 
@biarrot64
Did you insert their config ID's into the list of vehicles that can spawn, or replace the vanilla vehicles altogether?
biarrot64 6 Apr, 2023 @ 5:22pm 
I tried to put moded vehicules by replacing the vanilla one but it don't work any more
Арти  [author] 1 Aug, 2021 @ 1:51pm 
@Percheron

It's been a while since I've worked on some scripts, but when I stopped a couple months ago some dynamic air "Traffic" was included in some of my projects. I'll do some further research into what such a system would fully entail in a proper form - and If I get something good I'll whip up a showcase like this one for it.
Percheron 31 Jul, 2021 @ 4:27pm 
Just want to say that your script works really well and it's nice to have vehicle traffic. It get's boring while flying around, not seeing vehicles driving around. I was wondering if you are going to do an air traffic version. I've try other ones on workshop, but it seems they don't work.
Арти  [author] 25 Jul, 2021 @ 8:20pm 
@Percheron

To add this composition in the editor, got to the F2 tab (compositions), and the object will be under the "Steam Subscribed Content" folder with the little steam icon. Once you've placed the object in the world, it should start working immediately when you run the game - Although bear in mind that it might take a bit to start actually seeing traffic at the mission's start if you remain in one place.

If you intend to use this in a mission with more than one people, it should work with several - although I've never tested it with a significant number so results *may* vary if you intend to have more than ~8 players in a mission.
Percheron 25 Jul, 2021 @ 7:21pm 
How do you use this in editor and add the trigger onto the self made missions.
Арти  [author] 17 Apr, 2021 @ 2:41pm 
@AntiRed

Yeah, but only in a roundabout method. If you go into the main trigger, there's a line near the top that should read:
[position selectedPlayer,800+floor random 400,40] call findRandomRoad;
By changing the 40 in this line of code to a higher number, whenever the script attempts to search for a place to spawn vehicles it will search a wider area. By changing this value to 80, (doubling the radius) you should effectively be able to multiply the spawn rate of vehicles by 4x.
[position selectedPlayer,800+floor random 400,80] call findRandomRoad;
(So replace it with this ^)

Technically you could also lower the timer value in the trigger and that also would probably increase spawn rates.
Wackr 17 Apr, 2021 @ 2:08pm 
Is there a way to increase the amount of civ vehicles spawned?
Арти  [author] 21 Dec, 2020 @ 12:28pm 
@TheSovietCorgi

If you want vehicles to spawn in closer proximity, theres a line in the trigger...
[position _x,800+floor random 400,40] call findRandomRoad;
"800+floor random 400" just tries to find a position between 800 and 1200 meters from the player, if you want to make vehicles spawn closer, decrease the 800 first (but probably no lower that 200), and you can also lower 400 a bit (though again I wouldn't go lower than 200).

This will spawn vehicles much closer to the players, but they will still need to be more than 1000 meters away before they despawn.if you want vehicles to also despawn at a closer range, there's an if statement in CarmagicRock; "if (disttoPlayer < 1000) then{" by changing the 1000 to a lower value, vehicles will despawn after completing their waypoints at closer distances. (Note, I wouldn't make this too low, otherwise a vehicle might despawn while a player is looking right at it.)
greenpython28 21 Dec, 2020 @ 12:00pm 
Also can i enlarge the trigger range and make them spawn in closer proximity
Арти  [author] 20 Dec, 2020 @ 7:20pm 
@TheSovietCorgi

Yup, in the object "CarmagicRock" theres an absurdly long array called "civillianVehicleTypes". You can add or remove vehicles from this list as you please to better utilize whatever mods you may want to use. If you also want the drivers to use modded characters theres another array that follows it called "civillianUnitTypes"; in which you can use the classnames of whatever civillian characters you want.
greenpython28 20 Dec, 2020 @ 3:30pm 
Can I use mod cars for the traffic?
LtCysaber 28 Nov, 2020 @ 1:24pm 
thanks
Арти  [author] 28 Nov, 2020 @ 1:13pm 
You can just throw down the composition into a mission and so long as players are within the boundaries of the trigger (By default this is really big so it shouldn't be a problem) it should just work. Let me know if you encounter any problems or anything and I'll look into it.
LtCysaber 28 Nov, 2020 @ 11:50am 
How do I use this in the editor?