Proedit Question[message #347106]
|
Sat, 01 October 2016 05:56
|
|
Bobby R. |
|
Messages:46
Registered:September 2016 |
|
|
Hi Guys. Just a quick question here. The entry "recruit" in the hidden attributes section of proedit shows values from 0 to 220 (Terry).
I figured a zero means not recruit-able but does a higher number just means harder to recruit?
Perko for example is an NPC but under recruit you see a value of 100 (same with Darrel), but all salary values are at zero.
That's why i thought certain numbers might have a meaning.
Anybody an idea?
Report message to a moderator
|
Corporal
|
|
|
|
|
|
Re: Proedit Question[message #347121 is a reply to message #347120]
|
Sun, 02 October 2016 16:10
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
This is not a mystery at all. In proedit, the Merc-NPC approaches: Friendly/Direct/Threaten/Recruit refer to the tags <usApproachFactorFriendly>, <usApproachFactorDirect>, <usApproachFactorThreaten>, and <usApproachFactorRecruit> in MercProfiles.xml. These are the base values for these kind of dialogue options. The higher the value, the better the merc will be when using these approaches. Depending on approach, circumstance and other things, other factors, like personality and gear, can of course also affect the outcome, so it isn't just this value.
If you want tips on how to make NPCs recruitable, afaik edmortimer is currently very active with his Arulco Vacations mod and has added more RPCs, so he can likely detail what files you need to change.
On another note, while there is quite a bit of blame that can be put onto the game engine, I fail to see how unclear descriptions in a third-party tool not required for the game are a mistake of the engine.
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.Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Proedit Question[message #347228 is a reply to message #347226]
|
Sat, 08 October 2016 22:22
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
As the value is not used for NPCs, it doesn't really matter. It might be set, it might not be.
If you really want an up-top-date description on the details of what each tag does, nothing beats reading the code ;) As to your matter, look at the xml with an editor, like Notepad++. At the very beginning are comments that describe some tags, the very first ones solving your current problem.
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.Report message to a moderator
|
|
|
|
|
|
|
|
|
|
Re: Proedit Question[message #347249 is a reply to message #347245]
|
Sun, 09 October 2016 19:42
|
|
Bobby R. |
|
Messages:46
Registered:September 2016 |
|
|
@ Silversurfer
So you are suggesting that this code relic's originates from sirtek, which makes sense since they had time stress.
And i guess the same counts for the modding community since nobody pays them.
Thanks for your help so far but i will decide for myself when to move on. ;) I haven't done so much coding with games but JA2 1.13 seems like it could use a long bath, a massage and some mudpacks just talking about the file structures and mentioned code relics. And if the 1.13 modding crew would have cared a bit more about order then i would have probably not asked the questions because it would be self-explanatory. Before you start a journey you should decide where you want to go in what way and how long before you start and i don't feel that was done with JA2 1.13. Its not a tragedy it's just annoying because i have to do that now because i can't develop a Mod with that chaos. ;)
So this hole article is a good example on what can happen if you tolerate contraindicating code.
Anal people will just ask you a bunch of anal questions until an anal answer arises haha.
[Updated on: Sun, 09 October 2016 19:54] Report message to a moderator
|
Corporal
|
|
|
Re: Proedit Question[message #347250 is a reply to message #347249]
|
Sun, 09 October 2016 20:54
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
We are very well aware that the basically the entire code could use an update. However changing existing data structures is always painful to modders.
For example, changing tags in the xmls (not adding new ones, changing old ones!) has the immediate result that existing xmls in all mods won't work with the new exes from that point on. You can point that out as much as you like - even if modders themselves update their mods immediately and instruct people on which mod versions to use with which exe version, there will be tons of people who use older data with the now incompatible exe and then will complain that the game suddenly doesn't work (optional with a 'why don't you people get your shit together?' statement on more or less friendly wording). This will happen for several years.
For me, that is a core issue with xmls. I would really like to rework, say, MercProfiles.xml and AmmoTypes.xml... but I have no desire to deal with tons of complaints that my changes break ProEdit or the xml editor or whatever. Which they would, because that's what happens when you change data structures.
Anyway, rant over, move along ;)
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.Report message to a moderator
|
|
|
|
|
Re: Proedit Question[message #347259 is a reply to message #347253]
|
Sun, 09 October 2016 23:37
|
|
Bobby R. |
|
Messages:46
Registered:September 2016 |
|
|
So what would help you more in that case;
a} a converter that converts older mods into the new "whatever we come up with" structure?
b} or if i convince a large proportion of the older-mod creators to rework their mods to the new "whatever we come up with" structure?
c} or as Gambigobilla said a 1.14 kind of release (incompatible with older mods)?
d} or as Gambigobilla said a 1.14 kind of release (with old-mod converter included)?
I know it sounds a bit fancy but in my eye's its just about making decision. Once we decided, its easier to focus the energy.
PS: OK I see now how its not the 1.13 Crew's fault. Like Flugente explained, there is just too much version out there. My apology's.
[Updated on: Sun, 09 October 2016 23:41] Report message to a moderator
|
Corporal
|
|
|
|
Re: Proedit Question[message #347315 is a reply to message #347306]
|
Fri, 14 October 2016 17:42
|
|
Bobby R. |
|
Messages:46
Registered:September 2016 |
|
|
SO i think the best thing would be a to make a new base Mod of Ja2 and i would just give that project the name Ja2 Lite. you have to make compromises once in a while.
Report message to a moderator
|
Corporal
|
|
|