Home » PLAYER'S HQ 1.13 » v1.13 Solutions,Tips & Spoilers » 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits
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Re: 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits[message #320681]
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Fri, 24 May 2013 22:52
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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The limiting factors concerning the IMPs are the limited amount of IMP voice sets... (and in a later stage the profile numbers allocated to them).
But the game saves premade characters, the ones you already created in a former game, so you could make a large list if you wanted. If in the next game you type the nickname where you normally type the XEP624 code, that merc joins your team. And with this option you can "cheat" to some extent...
Let's say you make Viking, Viking2, Viking3, and Viking4. (Always start a new game to make each "premade" character, that's the easiest)
Viking2 you design with the same face and voice set.
Viking3 you design with the same face and a different voice set.
Viking4 You design with a different face and the same voice set.
What happens if you start a new game afterwards, while selecting the option to have 7 IMPS? Can you play with all of them?
Well, with the current settings, yes... But the game will automatically allocate different voice sets where necessary, not a different face image or appearance.
So, type "Viking" and Viking is created
Type "Viking" again and Viking gets created again, but this Viking has a different voice set, the same face.
Type "Viking3" and this one will have the same face and a different voice set, like you chose.
Type "Viking2" and this one gets the same face, but also another voice set than the two "Viking"s (so another one than you chose).
Type "Viking4" and the game says that you can only add 4 male IMPs and that you want to make a 5th one. If you hadn't created the second "Viking" clone, for instance, then you could make this "Viking4," no problem... But the game will also choose another voice set than you chose.
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Master Sergeant
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Re: 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits[message #320683]
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Fri, 24 May 2013 23:07
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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@Sam: Think there are 4 good working ones (the 4th coming from Unfinished Business). Can't say anything about the 5th and 6th
@ Flugente, now that you designed the option to add enemy/militia backer profiles in the game:
We currently have 10 male faces, 10 female faces...
Let's say we assign numbers to each (M)ale and (F)emale ones (0-9)
So we would have M0, M1, M2,... M9 and F0, F1, F2... F9:
My question now:
Would it be easy to link these short codes to your xml sheet with the backer profiles, so that if we type M0 as a code that we would get a random male IMP profile from this list (possibly with the corresponding hair type, possibly skin type)? As I showed above, the voice sets get allocated anyway...
This way we would have the option to recruit "random" mercs from your list.
[Updated on: Fri, 24 May 2013 23:30] by Moderator Report message to a moderator
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Master Sergeant
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Re: 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits[message #320688]
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Fri, 24 May 2013 23:25
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Player/NPC profiles and enemy profiles are very different things. Currently there are only profile slots for up to 255 persons - which are the mercs, RPC, and generally any NPc you can meet in the game. Rule of thumb: if it has a name and face, it has a profile.
The IMPs are something special. There are dedicated 7 slots among those 255 for them. When we create an IMP, we load his data (that might be stored separately, thus the ability to load existing IMPs via callsign in the laptop) into this game's profiles.
Enemy Profiles are something different. The average grunt had no profile until now. And the profiles I created are very small. For example, only the 255 'special' mercs (those with a name) have the laptop statistics data, a face, a voice etc.. So far, the enemy profiles only contain what is in the xml.
So what you are asking has nothing to do with enemy profiles. I guess what you want is to store IMPs in an xml. Currently they are stored in a user's profile folder. Ideally, we could change that:
- create a new xml - IMPs.xml or sth like that - which stores xml profile data of an IMP.
- when creating a new IMP, write his data to the xml (for every xml we create, we also create a Write routine, though we barely ever use them).
- change the laptop callsign IMP creation to also accept xml entries, say, on typing 'xml23' you get the 23rd IMP in the xml.
- ideally also store the initial drop gear in those xmls. I hate having to constantly adapt starting gear for each IMP, when I already know what I want.
IMPs created this way could of course be exploited, we cannot test an entry for 'IMP rule correctnes'. So one could have IMPs with 100 stats everywhere... though one can always do that anyway, so this isn't really an argument.
I see no problem with that, would be a medium amount of easy coding.
The one thing I would be careful with is adding new, potentially unbalanced mercs to the game via this backdoor. In my opinion, its a very good thing we only add JA2-approved mercs to the game (like UB, WF, SOG or, nowadays, DG mercs). If we open the door to new mercs, this might lead to obscure stuff like 'popular' video game characters (Metal Gear something dude, :vader: etc.). It would be arguable wether these 'deserve' to be in the trunk.
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Re: 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits[message #321028]
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Mon, 27 May 2013 22:56
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Alright, reflected a bit on it... The code XML684 (working separately from the XEP684 code) could give access to examples taken from soldier files< This could be mentioned in the email. Something like this is what I had in mind...
(Don't mind the details, it's about the idea)
The STATS button would be toggling into an "Equipment" button, the arrows would browse different soldier IMP.xml profiles (if we had this). Would be even nicer if only a few were available, which were changed every X days... A lot of coding work, probably, even though most graphic files already exist... Well, one can dream, I guess... Somebody has to come up with the ideas, I guess. Think it's already the 3rd variation I've spit on the forum
We have to do something with all the mercs Anv is spawning around here!!
[Updated on: Mon, 27 May 2013 23:29] by Moderator Report message to a moderator
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Master Sergeant
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Re: 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits[message #321085]
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Tue, 28 May 2013 19:46
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Is there a coder interested? Buggler? Flugente? Would be something for Sandro as well... but is he still around sometimes? Would be awesome if STOMP2 ever got in-game... I have some ideas for that as well, but... Ideas, huh! So many, should learn some coding myself!! How long does it take to have enough experience to change some stuff like this in the game? I once tried to study an online course, but it didn't seem to get me anywhere ;P
[Updated on: Tue, 28 May 2013 19:46] by Moderator Report message to a moderator
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Master Sergeant
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Re: 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits[message #321097]
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Tue, 28 May 2013 21:37
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Thanks for the feedback, Flugente. Are you talking about the mercs' pics or their entire profiles? They would stay (or replace) IMPs in a way as we would use their sound files.
I agree about the pics. Think Anv's pics are awesome, but I understand that it's hard to draw a line about whose pics are allowed and whose aren't. Wouldn't like Batman in the game either... But for 1.13 I had the IMP pics in mind that are already used as IMPs, so no new stuff in that Area. Of course, outside v.1.13 one could add other merc faces in other mods (which is actually what 1.13 is meant for, right?), but you would have overwrite the xml then.
What I had in mind, was having the XEP code work as it works now and the XML-"callsign" based on the xml, so that you could still use each of them as you prefer yourself.
So, there would be several options available then:
- code "XEP684" leads you to the normal IMP progress
- code "Nickname" shortcut to your premade IMP character(as it works currently)
- code "XML-Callsign" could be a number or a nickname or whatever to call a certain premade profile (the above "nickname system would become redundent with this)
- code "XML684" calling the system as shown in the pic, also based on this IMP.xml file.
A player can choose which code he uses... so it it's definitely completely optional.
Anyway, the "XML-callsign" feature with an xml sheet for the data (face, voiceset, equipment etc.) would be cool even without the "XML684" feature and in a way it is a first step to this, right?
I remember that Headrock could quickly apply some of the C art he was learning, so I have hope.
[Updated on: Tue, 28 May 2013 22:01] by Moderator Report message to a moderator
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Master Sergeant
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Re: 3 Questions: Indicators stats - Male Recruiting - I.M.P. Traits[message #323056]
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Mon, 22 July 2013 02:41
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Sam Hotte |
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Messages:1965
Registered:March 2009 Location: Middle of Germany |
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1. check if they have 0 in 'hiddennames.xml'; IIRC they are set to 1 there, meaning that their names are not displayed in tactical.
(needs start of new campaign to take effect)
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Sergeant Major
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