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As any other modules (and logics or objects) placed in editor (3den), server and clients must have
them, so the addon. If a client doesn’t have the mod, the mission will not run for him. On the other
hand,
this mod is light!.
See the documentation here.
https://www.dropbox.com/scl/fi/6jfyof0g8y3k9zkg5j7gt/MGI-ADVANCED-MODULES-by-Pierre-MGI.pdf?rlkey=qex566h6tfjd8jhevj7t0j4pk&e=1&dl=0
Aside from these flaws, the civilian module overall has still been very useful, and seems to perform better than other mods that do the same thing.
About civilian life, if you don't want a despawn, just tick the spawn at start case. There is no other way. Spawning/despawning saves resources, spawning at start saves scenario and you can use the BI dynamic simulation. Spawn system is made for spawning randomly, each time you enter the area (and that works but, of course, it's not the same unit at the same place). A point you highligthed is the possible path outside the area, leaving some units not despawned. I'll do a fix for that. Previously, try to use squared triggers for areas.
One thing I am hoping you could help me out with. Is there a command to exclude civilians from the spawning/despawning? Since I keep having civilian units despawned in areas after players leave said area. I have civilians placed in 3den that are part of the mission and I don't want those civilians to vanish. But when players leave the area, because it's shared with an area covered by the civilian module, they disappear, and you never get them back. They're just gone forever.
There should be a check if the civilians the module is erasing were spawned by the module in the first place.
A less common unconfirmed issue is it looks like civilians who are able to leave the area are also not despawned when players leave, causing them to pile up after especially long missions. When their area is no longer valid they try to path to 0,0,0
I will not create a module for a so specific task, like you flags with interaction, condition and textures. But I can help on BI forum if you open a topic about that. I guess there are already some relevant scripts or hints like:
https://forums.bohemia.net/forums/topic/234864-capture-flag-bis_fnc_holdactionadd/
https://steamproxy.com/sharedfiles/filedetails/comments/1937443167