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Re: Need help with StrategicEventHandler.lua[message #365621 is a reply to message #365619]
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Sun, 06 August 2023 08:43
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Kitty |
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Messages:473
Registered:October 2017 Location: Germany |
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todd0001 wrote on Sat, 05 August 2023 21:32 Let's start.
In GAMEINIT.I cut and pasted a section that you see here. I copied and pasted it right after this.
if (newGAME_STYLE == 1 and iniENABLE_CREPITUS == 1) then
-- F8
AddNPCtoSector( Profil.Bob, 8, SectorY.MAP_ROW_F, 0 )
end
So......for you;
if (newGAME_STYLE == 1 and iniENABLE_CREPITUS == 1) then
-- F8
AddNPCtoSector( Profil.Bob, 8, SectorY.MAP_ROW_F, 0 )
end
if (newGAME_STYLE == 1 and iniENABLE_CREPITUS == 1) then
-- F8
AddNPCtoSector( Profil.RPC65, 8, SectorY.MAP_ROW_F, 0 )
end
Worked for me.
Add this to GameInit.lua
Mod location in MercPro.xml
Add with mapeditor( profile I.Id.)
To make recruitable;
You need a portrait in the Faces folder with a "B" in front(90x100).
You need a script to handle recruitment. I copied one that worked(I think 72.maddog be best but I first used 229.EDT AND 229.NPC). These go in the NPCData folder.
Start new game cause of MercPro.xml
I don't even know where to begin.
The whole GameInit.lua part isn't needed.
Unless you wanted that merc only to appear when you use SciFi and no crepitus, because that's what it will do.
Just copying an existing npc-script and edt isn't advised at all.
The script will not only contain the conditions for being recruitable, but also other important behaviour factors as well.
Better adjust records inside with NPC-Editor to avoid some possible chaos.
Same for edt, those contain text for subtitles. And it matters wether the merc is AIM, MERC, IMP or RPC, those are different types of edt
That stuff is line sensitive and works in combination with the npc-script to trigger the matching text/voice
So, if you randomly choose some npc and edt, that can get ugly.
Edit: "How do I do that?" Adding a new character Guide by Flugente, recruitable mercs are the ones under "RPG"
[Updated on: Sun, 06 August 2023 09:23]
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