Arma 3
Simple Civilian Behaviour
61 Comments
Awesome sauce
WebKnight  [author] 1 Aug @ 1:03pm 
@ElPedroChicoRaulAlfonsoTejada they only steal civilian vehicles
Would it be possible to set civs to only steal civ vehicles?
Jay 29 Jul @ 12:18pm 
Amazing mod once again. I just have a request : make that civilian are not going crazy when remote controlled by Zeus please.
WebKnight  [author] 27 Jul @ 6:11pm 
@Arkana :> will fix it, completly forgot about the closed cars being a thing in arma.
Arkana :> 26 Jul @ 11:14am 
Really good mod. The only issue I have so far is that civilians enter vehicles that are locked but I just set the fuel to 0 to prevent them from driving away
loz 25 Jul @ 3:38pm 
yo will this work in antistasi??
Grim_W0lf 25 Jul @ 9:45am 
Actual Human behavior in my War Crime Sim?? Unheard of.
But fr badass man you make the coolest mods I thanks!
Musclebust 25 Jul @ 8:10am 
Yeah, i think its all vanilla animations
WebKnight  [author] 25 Jul @ 4:58am 
@Musclebust if its using vanilla Ambient Anim system then i might do something about it
Kevin 24 Jul @ 10:58pm 
be cool if civilians reacted to close artillery or airstrikes by seeking cover in buildings
Musclebust 24 Jul @ 10:53pm 
Here is an example video to show what i mean. Only the third guy will flee, whilst the two others that has animations will stay in place.

https://youtu.be/7S0jqY8WdmA

I imagine its not much more than starting the behaviour with a simple line to make the AI exit any current animations before starting the fleeing script.
Musclebust 24 Jul @ 10:39pm 
Hey Webknigts, i was wondering if you could add to this mod, that when civillians are set to an "Ambient Animation" when they are supposed to go into panic mode and flee that they will exit the "Ambient animation" and continue fleeing?

I am experiencing currently, that if i place down civillians in the editor, and give them an ambient animation through 3den enhanced that if i shoot close to them they will briefly enter the panic animation and then just go back to the ambient animation even if i ticket the box "Can exit" in their attributes.
reallyunderstandme 24 Jul @ 4:07pm 
It does work with Antistasi but I wouldn't recommend it. Civs don't get shot by the AI and when you're in a gunfight it leads to all the civilians getting in random cars and running yourself, your allies or your enemies, it's really annoying.
kiba3x 24 Jul @ 8:29am 
Trash.
_ÅPØPHĪŠ_ 23 Jul @ 3:53pm 
does this work with antistasi
WebKnight  [author] 23 Jul @ 7:22am 
@OksmanTV its based on vanilla radio protocol system, meaning it works with any voice that is already in-game, for any CLDC or a mod with custom voicelines
OksmanTV 23 Jul @ 6:55am 
Could we turn on or off the sound? Is the language universal or based on vanilla arma 3 voices?
Xororó 22 Jul @ 9:53pm 
We can always play on Asylum.
Is was it closed:
monsieur renard de feu 22 Jul @ 10:05am 
should i reinstall arma 3 after many years just to commit war crimes
Legatus 22 Jul @ 10:05am 
payday 2 ahh
FreeSoldja 22 Jul @ 9:39am 
Very usefull for a tons of mission... thank you Lord WebKnight!
PARIS 22 Jul @ 5:04am 
@j.yellow28 so did it end up working in antistasi?
Xiki 22 Jul @ 1:35am 
Go mod for capturing enemies, executing them, etc.
An Empath(Me) 21 Jul @ 4:54pm 
Webknight rebuilding arma 3 from the ground up, what a hero
SteveTheHero 21 Jul @ 2:57pm 
@WebKnight --- Too difficult i assume then?
WebKnight  [author] 21 Jul @ 2:27pm 
@SteveTheHero no
SteveTheHero 21 Jul @ 2:26pm 
@WebKnight --- Any chance you could make a better, more functional RNG AI? <3
WebKnight  [author] 21 Jul @ 11:28am 
Small update:
Changed some animations
Fixed civilian behaviour while in vehicles - @_mickey_
Added special variables to disable civilian behaviour: this setVariable ['WBK_DisableCivBehaviour',true];
Made it so system loads on ALL civilian units, not only on classes that were inherited from Civilian_F, meaning that custom mod classes will now also work.
Made it so system dosent apply special behaviour on civilian units with weapons, captive units (since they are treated as civilian), or civilians who changed the side, like if originally civilian class was made blufor through eden. - @Critic
Johnnyboy 21 Jul @ 11:27am 
Love it!
Yo Gabba Gabba! 21 Jul @ 5:58am 
You've done it again
WebKnight  [author] 21 Jul @ 5:50am 
@SteveTheHero use RNG AI
WebKnight  [author] 21 Jul @ 5:50am 
@_mickey_ will fix it
SteveTheHero 20 Jul @ 7:31pm 
Shooting while on the movie/strafing A.I next? <3
_mickey_ 20 Jul @ 4:25pm 
however later i found a problem, sometimes the animation triggers inside the vehicles and civilians climb out through the roofs of the cars while the car itself continues to move.

Example - https://youtu.be/0wCwUxoyqsE
_mickey_ 20 Jul @ 4:10pm 
@WebKnight

During the entire life of Arma3 I tried 3-5 mods with the behavior of civilians, also LAMBS AI mod also was tried to create a special behavior for civilan AI, but this mod has the best civilians
behavior that I have ever met.

Thank you very much!
Adeptus 20 Jul @ 1:12pm 
thanks great mod
WebKnight  [author] 20 Jul @ 1:11pm 
@Adeptus i use lambs mostly for a mission with this script active and i didnt had any problems
Adeptus 20 Jul @ 1:09pm 
don't mean for this to be a dumb question but this shouldn't conflict with LAMBs and/or VCOM right, I forgot if there's an option to change civilian behavior values
WebKnight  [author] 20 Jul @ 11:24am 
@0x00 will add a variable or somethin
0x00 20 Jul @ 3:56am 
Awesome as always, It'd be great if if were possible to exclude some civs though
WebKnight  [author] 20 Jul @ 3:17am 
@Critic yep, ill push a hotfix today cause i noticed that behaviour as well, and sometimes you need civies on a different side
Critic 20 Jul @ 3:15am 
So in practice, if you spawned a civilian unit in Zeus, and switched said unit to BLUFOR, but he still is the base Civilian_F class, will these behaviors still apply?
WebKnight  [author] 20 Jul @ 1:35am 
@Illu it is compatible with any civilian units added by any mod as long as they are inhereting from base Civilian_F class
Illu 20 Jul @ 1:13am 
compatible with GRAD Civilians mod?
WebKnight  [author] 20 Jul @ 12:59am 
@Psycool(싸이쿨) yep, you dont need to have any input
aleshaliyan 19 Jul @ 11:18pm 
A great job!! Love it very much!!!
ChillyHamilton 19 Jul @ 7:35pm 
hahaha. Takistan civs are unfazed by the gunfire while the vanilla civs sh!t themselves and run away.
Psycool(싸이쿨) 19 Jul @ 5:07pm 
So this mod can be used in any scenario without a separate Eden or Zeus module?
12sDaFailure 19 Jul @ 4:55pm 
Every Goddamned time man Every Goddamn time