Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: easily placed extra civilians
Re: New feature: easily placed extra civilians[message #344853 is a reply to message #344850] Sun, 03 April 2016 22:46 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
It's behaviour 2, actually. If you don't want these guys to respawn, you have to decide that by altering the lua script (like checking for a face etc.).

If you want random locations, you can simply choose one at random, the lua script can roll a dice:
from GameInit.lua:

function InitNPCs()

	-- Add the pilot at a random location!
	if is_networked == 0 then
		o = math.random(1, 4)
		if o == 1 then


Attribute levels are only really relevant for hostiles. Take a look at the same function in HandleSectorTacticalEntry(), a few lines above I use CreateArmedCivilain(..), which creates goons:
...
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 			13032, hostile)
...

In this case, it is used to set up (possibly) hostile bounty hunters I added for a new quest where I tried to externalize as much of that quest as possible.

As for making a group hostile, that might already be in lua, not sure.

You can check game facts like this:
...
if ( (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_1, 0 ) == true)  ) then
...

[Updated on: Sun, 03 April 2016 22:51]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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