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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?
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.
a traffic mod that ISNT zeus-related and super easy to navigate and highly customizable? youre a fucking lifesaver bro you deserve an award
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.)
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.
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?
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)
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.
Did you insert their config ID's into the list of vehicles that can spawn, or replace the vanilla vehicles altogether?
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.
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.
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.
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.)
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.