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Random RPC/NPC placement override[message #241614] Mon, 11 January 2010 16:22 Go to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
Hamous and his truck, for example, are to be found in (few) random sectors, which are not listed in Proedit.
I assigned Hamous and truck to particular sector(one of starting sectors):
I can recruit him and I can drive the car.

So, did I override random character(Hamous and truck) placement already and do not have to be worried about it? Will this particular placement won't brake the game in later stages(when I enter sectors, where Hamous previously would have been allegedly placed)?

I see the scorpion put Leonard Kelly Jr. instead of Hamous in RR, but left his locations and car at random. I met Leo once, so I don't know if it was random location or a particular placement Smile

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Corporal
Re: Random RPC/NPC placement override[message #241618] Mon, 11 January 2010 17:14 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
very good topic, profound. (i have come to like your recent topics, hehe)

My theory is that:

you can place any npc anywhere on the map using proedit, but:

depending on the actual script of the npc's, your placement might or might not be overridden at a certain point of the game. I know this doesn't answer the important question, sry, but this is as far as i can observe it. I can't look at the code and compare each npc placement script.

for exmple, you can place each npc at a9, and they will most likely be in a9 when you enter it. Hamous, Iggy, Devin, Slay, you name them. I recently tested it with Mike (who normally appears as an enemy somewhere in the later course of the game) and he was there (not hostile, i might add)

Now at a certain point of the game, the npc's script comes into play and moves them. For example Tony will, even if you place him somewhere else, reappear in c5. Father walker will appear in the usual sectors (bar, church) even if you place him elsewhere (see for example renegade republic)

Iggy will, if you don't recruit him in a9, be moved to the san mona bar sector and appear there once the necessary progress has been reached. And mike will become an enemy once the necessary progress is reached.

However, for me it sometimes worked with SLAY. I guess this is because the game (default, unmodified) only places SOME of the terrorists. If slay is not placed with this script, the proedit entry will remain valid and he's where we placed him.


btw Leo is @0 in RR. Same places as hamous would appear. Skyrider also, and most others. Actually, these scripts are one very important reason why it is so hard to have a truly new strategic map. In RR, i went as far as not redesigning the city layout totally, due to so many npc's such scripts (and other reasons)

But what will always work is to have them appear in the starting sector, because their scripts usually don't come into play at the very start of the game but only later. Mike and Iggy you can even tweak them (in 1.13)

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Sergeant Major
Re: Random RPC/NPC placement override[message #241623] Mon, 11 January 2010 19:02 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1012
Registered:September 2006
Location: Far far away.
It's the @0 thing that does it. Hamous can and does appear on one of five or so maps. It doesn't even stay same during game. Terrorists and assassins work on this principle too.

However other characters set @0 (take Skyrider) are only ever in one map per game but that map is randomised by the game itself during the ini stage using the E13_A system where E13_A has skyrider but plain E13 does not. The weapons caches are done like this and the bug quest is meant to be too but they only ever turn up in Drassen or Grumm for some really annoying reason.

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Sergeant Major
Re: Random RPC/NPC placement override[message #241626] Mon, 11 January 2010 20:11 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
technically speaking (this means a coder told me Razz) the @0 only means an invalid coordinate. It does nothing on its own. You could probably just as well put P15 as a value for all the @0 characters and get the same results. (unless you enabled P15, but since P15 is on the badsectorlist, i doubt you did, unless you were using teleports)
So @0 simply means that a character isn't assigned to any map at the beginning of the game. In the course of the game, the script will put him into sectors it wants. There's countless slots working that way. It's a very interesting opportunity for story turns i might add. Early game character to leave the party only to reappear later in the game with new information or a different attitude towards the player for example.

The placement through scripts isn't limited to @0 characters either, characters like Tony or father Walker are affected as well even though they have a specific map on which they are placed until the script becomes effective.

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Sergeant Major
Re: Random RPC/NPC placement override[message #241636] Mon, 11 January 2010 23:22 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
Fine remarks. Then, as for now I see two ways "@0 type" character is placed:

- First way is when a character is placed randomly in one of few non-random maps. E.g. Hamous and his truck.
- Second way is when a map with a character is placed in a generated random sector. E.g. Skywalker (oh, I wrote Starwalker:D)

The second way seems to be more complex, because it binds particular character and particular map, while in the first group characters are only placed in existing map.

So, I think it's more safer to experiment with characters from first group.
---
Well, I thought it's quite easy to check how does Hamous situation resolve itself. Place him in a landing sector, recruit, take his truck and teleport to places where he would normally show. Visit all possible sectors and if after the last sector Hamous/truck is still with me and JA2 did not crash - then it's a green light. However, a problem occured - thanks to useful russian Arulco map overview I've counted 25 places(??) where Hamous could appear. According to the same tool, placement is dependent on progress, too.

So for today's evening I'll skip this "walkthrough".

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Corporal
Re: Random RPC/NPC placement override[message #241673] Tue, 12 January 2010 11:49 Go to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
25 locations for hamous? sounds a bit much.

Anyway, i don't think the two ways you mention are actually much different. The _a maps are just another layer for story purposes in skyrider's case. The generation of these maps is synched with skyrider's placement script but IMHO not part of it.

As to your experiment with hamous, i doubt that he could reappear anywhere or cause any issues at all once he's already on your team. But it's good you test it so i can confirm my feeling Smile

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Sergeant Major
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