Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: easily placed extra civilians
Re: New feature: easily placed extra civilians[message #344905 is a reply to message #344889] Wed, 06 April 2016 16:16 Go to previous messageGo to previous message
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Registered:September 2014
Location: Berlin
Flugente wrote on Tue, 05 April 2016 22:50
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).


Well, controlling the entire inventory would be the luxury version, but also slight overkill, IMHO. I would be more than satisfied by CreateArmedCivilain(..) extended by appearance (hair, skin, dress) and possibility to add some items without replacing auto-generated ones, and on the other hand, CreateCivilian(..) extended by the hostility setting and maybe a relative skill level.

A modder-administered array of integers would be icing on the cake. My original idea of writing to/reading from an external text file via LUA creates a nightmare of synchronization if save/reload is taken into account.


Quote:
So only when you killed the cow did the enemies rise again ;)
So cows are responsible for holding back the zombie apocalypse? cheeky



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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