Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: easily placed extra civilians
Re: New feature: easily placed extra civilians[message #344889 is a reply to message #344874] Tue, 05 April 2016 23:50 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
The AI would sometimes use it. It does check whether it has several guns which one to use (afaik), but this would not work on armour. Additionally, a modder might want to explicitly have an enemy use a specific item (like, say, the leader of a criminal gang using a custom-set golden desert eagle). Without controlling the entire inventory, this might not happen (so on, say, higher progress values, the enemy might get spawned with a MG3 and use that, which is reasonable gamewise but not what the modder intended).

If I recall, the trigger NPC issue was (still is?) used in many mods. Modders found out that all civs respawned in a map if all had been killed. That's why on a few maps where you are supposed to battle enemy civilians, there is a cow stashed away at the side lines - cows are on the civilian team, and nobody is likely to harm them. So only when you killed the cow did the enemies rise again ;)



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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