
To verify that your city locations are working properly, turn on the module’s debug feature by inserting the following line of code into the editor module’s initialization field: Note that it does take a few seconds for the modules to spawn the civilians and send them walking/driving around. If I’ve setup my mission correctly I should see random vehicles and civilians around where I’ve placed my game logics. Once I’ve typed this script into the initialization field of both the Ambient Civilians and Ambient Civilian Vehicles modules I can then preview the mission.

In my example I used an actual City Center Location game logic, but it makes no difference a regular game logic will do. Double click roughly where you figure the center of your city is and insert a game logic.

To do this open up the mission editor and make sure Units (F1) is selected. Since the city locations are not defined on some addon maps (in my example, Thirsk) you need to tell the Ambient Civilian editor modules where the cities are located.

When I first saw that there were location game logics called City Center, I assumed that I could just synchronize them to the editor module and all would work. The modules don’t know where the cities are, so they will not spawn units to populate the island. If you are using a custom built map where the cities are not defined though, just inserting the modules will do nothing. Just insert the modules into the mission and the modules will populate the map with vehicles and civilians nothing else required. Using the Ambient Civilian and the Ambient Civilian Vehicles editor modules on a stock Arma2 map is very easy. Ambient civilians on Thirsk How To Add Ambient Civilians To A Custom Map
