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Tony`s hardcoded script?[message #127428] Thu, 02 November 2006 02:39 Go to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
while changing many aspects of weappn dealers, i've come to notice that tony apparently doesn't really work outside of C5

i had ham in a differenr sector, but i'm quite sure (means the last couple of times i tried it it was true) that after he dissapears, he doesn't reappear (neither would he appear in c5 then)

unless anybody can confirm that tony would work OK outside of c5, i think i'll have to re-eastablish him in C5.
has anybody succesfully moved him without him becoming extremely rare after the first encounter?

Traders seem often subject to hardcoded stuff. I've had that with other dealers that they would appear in their old places in a map despite that i changed the shedule and npc files which is weird

oh yes, short question: what kinds of items would you like to be SOLD (you can only buy them) by additional traders? guns you can get at like 6 different traders. Maybe we should add some more nonsense items which can be used for merging new stuff and have these items sold by traders. it's weird to have enemies drop portable TV's and such

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Sergeant Major
Re: Tony`s hardcoded script?[message #127429] Thu, 02 November 2006 06:03 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Last time I checked (with no interest in that)it didn't look like there's anything hardcoded there.
(not that I'd manage to recognise that stuff anyway Smile )
This has no hard testing base, but that stuff might ressemble Druggist-Many duo: Tony available and interactive only if Hans is placed there too.
If you have Hans there and no luck...well,maybe another 1.13 externalisation can make what you want possible.

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First Sergeant
Re: Tony`s hardcoded script?[message #127430] Thu, 02 November 2006 08:21 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I am currently working on very similar problem with a few towns. One technique I have found that seems to work to retain town quest info is to make a map using the sector you want to have the quest data for. Instead of saving it the normal way, you uncheck the Update World Info box every time you make a save.
Using this method you can change the sector loactation, tileset, add/subtract some quest characters, etc. while leaving whatever quest you would like active. Of course, as Az has said, you need all the relevant 'supporting' quest characters in the map for it to function properly but it has so far worked on the Fatima and the Father Walker quest for me and I am soon to move (or try to move) Tony. I would strongly suggest you at least give this a try. You can start with just the map you are wanting to 'mod over' made empty of all features but with all relevant characters just named to a different sector just to see if it works. When it does, you then start normal mapping but always remember to uncheck the Update World Info box every time you save.


I think having some of the other merchants offering combination items is a great idea. So much so I'll likely use it for my own project. I was also thinking that you have one or two that are maybe dealers in a specific kind or brand of weapon because this reflects what many people in the actual 'black market' actually do. One might specialise in a few types of handguns and SMGs but with the occasional rifle grenade or odd piece of armour, some may deal only in HK weapons, etc. It's funny that when I gave Frank (the bartender in C5) the exact same inventory as Tony, Frank had about five times the selection both in quantity and ubcoolness. Don't know why it is like this but I think it's a good warning to how unbalanced you may make the game at least until we can figure out what would control the weapon progression for merchants with modded inventories.

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Sergeant Major
Re: Tony`s hardcoded script?[message #127431] Thu, 02 November 2006 08:37 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
well my map works, Tony works, but only before he dissappears (tony always dissapears for some time)

i think Az might be right and Hans would be needed to have Tony reappear
it sounds completely unlogical but that doesn't make it inplausible for ja2 Wink

the weapons are quite well distributed amongst the traders. I'd like to know what "items" people might like to buy. i myself get anything i need from the enemy, but i'm hardly representative, so maybe there's people buying walkmans or silver platters?

can be new items of course. i should open a new thread for new item combo ideas

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Sergeant Major
Re: Tony`s hardcoded script?[message #127432] Thu, 02 November 2006 08:47 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Right. Any 'supporting character' for some reason needs to be present. I remember a long time ago when I first started modding the Fatima quest that I couldn't get her to function even half properly without Pacos present. I can't remember exactly why but that sort of taught me that even though some characters should not trigger quests they definately seem to.

Brenda might be another one you need though I doubt it if you've figured a way to just bypass her trigger sequence or simply have Tony stand in an accessable location.

I don't think merchants handling any non functional items is such a good idea. But maybe that's just me.
At the very least I think they should sell items that are part of a combination item but even here I think some attention should be focused toward not making the resulting quest too easy (i.e. instead of having a merchant sell an item needed for a quest right next to the town he is in have him sell one for a quest you need to travel for). But having each with at least a few new items really provides more interest in the whole process. I like using the new merchants a lot.

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Sergeant Major
Re: Tony`s hardcoded script?[message #127433] Thu, 02 November 2006 19:38 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Quote:
Originally posted by Khor1255:
One technique I have found that seems to work to retain town quest info is to make a map using the sector you want to have the quest data for. Instead of saving it the normal way, you uncheck the Update World Info box every time you make a save.
Using this method you can change the sector location, tileset, add/subtract some quest characters, etc. while leaving whatever quest you would like active.
Mhm, so you edit maps without having the definitive prof.dat changed or at least the locations of the chars you relocate set via proedit in the new locations, or I don't quite understand what you are saying here?
Well,that's one way of doing it, but you might have to reload all those maps once you've made the definitive prof.dat changes and save them again(with the eventual final touches) with the "update world info" button checked ON, in order to make things really happen.

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First Sergeant
Re: Tony`s hardcoded script?[message #127434] Thu, 02 November 2006 20:22 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
the point is i've played mods before that had tony and no other character in c5 and he reappeared

none of the other characters present. That's why i guess that he can only reappear in C5 and if prof.dat moves him to another sector he probably won't reappear

but i need to test this in more detail

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Sergeant Major
Re: Tony`s hardcoded script?[message #127435] Fri, 03 November 2006 01:21 Go to previous message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
@Azazel

Of course you need the prof.dat settings. Characters you placed in maps would never appear if you didn't. I never mentioned anything about prof.dat settings since I know scorpion already knows how to do that.
What I am saying is that the Update World Info box seems to clear any sector of hidden quest related data (and I'm not talking about .npc files here either) unless everything in that map is exactly the same as it is in the default map.
For instance, try making any change whatsoever with A10 (even placing debris that isn't in the default map).
Save with the Update World Info box checked. Then try the Fatima quest. She will walk to her first waypoint in sector A10 then just stand there and act like she doesn't know what to do.

Now try the same thing but uncheck the Update World Info box. The quest will function properly.
Using this technique is the only way I've found to completely preserve all elements of this quest so I thought it may be helpful to note.


These maps work without ever checking the Update World Info box so I don't know what you mean when you say I'll eventuallly have to check this box.


@scorpion

If you have seen this in other mods it may just mean that it was hacked into the .exe. I'm not saying that is definately the case but since coders have always worked on mods itt may be.

You may get the result you want by unchecking the UWI box you may not. This would be easy enough to try so i thought I would mention it. Just try renaming C5 to another sector and when you make any change to this map do not check the UWI box.
I had a problem with my editor yesterday because I was unaware of yet another added .xml tag (HiddedAttachments) when I tried updating my map editor to the very latest (October?) full release so spent all day yesterday getting it back on track.

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Sergeant Major
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