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Re: New feature: easily placed extra civilians[message #344874 is a reply to message #344872] Tue, 05 April 2016 17:02 Go to previous messageGo to previous message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
Location: Berlin
Thanks for looking into this.

- Items: I'm not sure how intelligent the AI actually is. When we just add an item w/o deleting preset stuff, would the AI make use of it? E.g., when an ArmedCivilain is equipped with an MP5 (from being created as a type of soldier) , and gets an additional G3 allocated via the same process as in CreateCivilian(), would the AI use the G3 if a target is outside MP5 range? Then we could just stuff up to 4 additional items into the civilians inventory. Of course the modder will have to take care of any needed ammo etc.

- state variables: all very true, and such an array as you mentioned would indeed be a valuable addition for a couple of mini-quests. I would flat-out refuse to store my own custom facts somewhere in "game-owned" variables, way to many ways to screw up the game... Though I could also write some state info to a text file via LUA, IIRC.
Not knowing if a certain civilian is dead/was already encountered/etc or not might indeed make some quest ideas impossible, but I still have a couple in mind I think I could do without. For example, accept that certain civilians spawn only once (controlled via your array idea), and the player gets just this one chance to kill^h^h^h^h interact with them. Or have one "trigger" named NPC, and as long as he lives, his henchmen re-spawn.

- debugging: that will indeed be a problem, creating false bug reports. At the moment I have no idea to get around that






Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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