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Externalize NPC Triggers like Pablo, Walker,...[message #130307] Wed, 21 February 2007 00:41 Go to next message
Sergeant_Kolja

 
Messages:42
Registered:July 2003
Location: Hannover, N-Germany

To be able to use maximum modding capabilities, IMHO it would be useful to have all the Miniquest triggers somehow externalized.
I could imagine, PerlEz or LUA could help us. Somewhat like:
- Trigger calls external script
- Some Variables are exported to this script
- Script loads Face, Gap, Text, Sound itself
- Script decides on different Variables if/what to play
- Script playes Dialogue by calling exported JA2 functions

May be, we have to find a Map Editor +/- a JAPE way to define these triggers.
May be, we have to support additional script subcalls on each eMail, each item found etc, so the NPC-action script can later read if all needed items are found...

In any case, we should have externalized eMails + externalized encrypted eMails which can be decrypted by Keycards aor Keypapers. Some older mods did this in an 'please do not unzip this msg before day 9' manner :help:. We can do it better!

Let us discuss about it. The above are only snippets of my brain salad :professor:


Re: Externalize NPC Triggers like Pablo, Walker,...[message #130310] Wed, 21 February 2007 00:58 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
some of these triggers can be called in npc files, however it would be great to be able to control all important triggers, including those that aren't in the npc files

the ones in the npc files would have to be tied to an external script so we could call them by anything!!! not only by player/ npc or npc/npc interaction, but also by exe event, by progress, by sector captured/ not captured, by airspace controlled etc etc etc
Re: Externalize NPC Triggers like Pablo, Walker,...[message #130381] Wed, 21 February 2007 23:44 Go to previous message
Sergeant_Kolja

 
Messages:42
Registered:July 2003
Location: Hannover, N-Germany

currently, I'm doing some windowed mode stuff, after that the syslog logging capability is on the task list.
But then, I could play a little bit with integrating a well used script language, followed by findiong out all interesting trigger points.

rough idea:
each not-so-special trigger calls a, lets say, 'global_triggers.script', with some commonly used exported variables (game path etc.) plus the exact trigger reason. This could be f.i. "killed NPC#2" or "liberated Sector A1" etc. pp.
A default 'global_triggers.script' in a first step would do nothing but log.
Additional 'Special trigger scripts' could be bound on Map Editor, if we really need them.
Next steps could be calling the classic NPC files from that scripts in the same way, the hard coded did it before.
If the trigger points are too much, 'global_triggers.script' could be split into, say, 'sector_entry.script', 'sector_liberated.script', etc. pp. to keep them small and handy.


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