Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: easily placed extra civilians
Re: New feature: easily placed extra civilians[message #344850 is a reply to message #344847]
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Sun, 03 April 2016 22:30
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CVB |
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Messages:129
Registered:September 2014 Location: Berlin |
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Flugente wrote on Sun, 03 April 2016 18:45This is purely because of
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if ( fHasEverBeenPlayerControlled == false ) then
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which is a new variable I added to the script. For these civilian types I added here, it seemed reasonable to only have them spawn if the player has never taken this sector. It would make no sense if prison wardens would still appear in the prison if the player has long taken it, no? In the above case, they will not spawn again if we take the sector.
You can, of course, use the functions without that particular check (or add any lua checks you like). HandleSectorTacticalEntry is called every time we enter a sector.
I haven't dug into spawning of civilians, so this might be a dumb question. If so, I apologize in advance. Is "spawning" of civilians
1) a unique occurrence per sector, happening exactly once when we first enter it. From then on, numbers, appearance, equipment etc. are stored, and when we reenter the sector, the same civs as before are there.
For example, when I get into a fight with 20 of KingPin's goons, kill 10 of them before I retreat, only those 10 I didn't kill are present when I reenter the sector
or
2) occurring whenever we enter a sector (subject to any hard-coded/scripted limits like ), and once we leave the sector, all civilians are forgotten, to be created anew from scratch when we reenter the sector? So in the example above, when I reenter the sector, there a 20 goons again.
After some thinking about the new possibilities this feature opens up, a couple of additional questions popped up in my head.
When setting civilians with the map editor, we can either select relative attribute levels (bad/poor/average/good/great) or - with detailed placement - select exact attributes. Would it be possible to add something like that to your feature?
Could you extend the tile value to a list of tiles, one of which is selected randomly? Just to enhance replayability...
Would it be possible to set a civgroup to hostile via script (something analogous to KingPin alarm, but without needing a trigger)?
Is it possible to query the game facts listed in quests.h via LUA?
Background to these questions: with the newly given possibility to place civilians dynamically, some consequences similar to those talked about here could be scripted. Some examples: once the player has taken over the first mine, Ricci Mining might decide to hire some guards to protect their remaining assets. When the Riccis at Balime are harmed, more direct measures could be taken. When the Chalice is stolen, Kingpin could place some of his gang at Yanni's hut to hedge his bets, when the Bloodcat quest is done, a PETA strike team might come calling...
Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. PournelleReport message to a moderator
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Sergeant
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New feature: easily placed extra civilians
By: Flugente on Sun, 03 April 2016 17:20
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Re: New feature: easily placed extra civilians
By: smeagol on Sun, 03 April 2016 17:59
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Re: New feature: easily placed extra civilians
By: CVB on Sun, 03 April 2016 19:27
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Re: New feature: easily placed extra civilians
By: Flugente on Sun, 03 April 2016 19:45
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Re: New feature: easily placed extra civilians
By: CVB on Sun, 03 April 2016 22:30
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Re: New feature: easily placed extra civilians
By: Flugente on Sun, 03 April 2016 22:46
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Re: New feature: easily placed extra civilians
By: CVB on Sun, 03 April 2016 23:56
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Re: New feature: easily placed extra civilians
By: Kitty on Sun, 05 May 2019 19:11
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Re: New feature: easily placed extra civilians
By: CVB on Tue, 05 April 2016 09:53
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Re: New feature: easily placed extra civilians
By: Flugente on Tue, 05 April 2016 14:07
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Re: New feature: easily placed extra civilians
By: CVB on Tue, 05 April 2016 17:02
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Re: New feature: easily placed extra civilians
By: Flugente on Tue, 05 April 2016 23:50
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Re: New feature: easily placed extra civilians
By: CVB on Wed, 06 April 2016 16:16
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Re: New feature: easily placed extra civilians
By: Flugente on Thu, 07 April 2016 01:06
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Re: New feature: easily placed extra civilians
By: CVB on Thu, 07 April 2016 14:44
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Re: New feature: easily placed extra civilians
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Re: New feature: easily placed extra civilians
By: Wil473 on Thu, 07 April 2016 19:49
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Re: New feature: easily placed extra civilians
By: CVB on Mon, 11 April 2016 21:02
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Re: New feature: easily placed extra civilians
By: Flugente on Mon, 11 April 2016 21:13
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Re: New feature: easily placed extra civilians
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Re: New feature: easily placed extra civilians
By: Slax on Sun, 15 May 2016 21:35
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Re: New feature: easily placed extra civilians
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Re: New feature: easily placed extra civilians
By: Kitty on Mon, 03 June 2019 01:01
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Re: New feature: easily placed extra civilians
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Re: New feature: easily placed extra civilians
By: Kitty on Mon, 03 June 2019 06:46
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Re: New feature: easily placed extra civilians
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Re: New feature: easily placed extra civilians
By: tais on Sun, 03 April 2016 22:04
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Re: New feature: easily placed extra civilians
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Re: New feature: easily placed extra civilians
By: Kitty on Sun, 05 May 2019 18:56
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Re: New feature: easily placed extra civilians
By: Kitty on Mon, 03 June 2019 00:47
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