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Post by brucelee00088 on Jan 15, 2011 0:03:03 GMT -5
Can yout tell me how to manipulate the survivor spawn points. So to get things straight, I'm not sure if I'm repeating stuffs you already know, you want to make all safehouse survivors recruitable? To do that, of course is that their mission or any is done else they might spawn inside safehouse and kinda MIA in their mission which I did with brittany resulting stuart being alone in americana casino. As you see in my screenies, I tends to use default npc like tamara/kirby/skylar/wade /lulu etc whom all are default game safehouse survivors so that it doesn't implicate yet completed missions. 1.Add nohudorpp with true and Set survivor leave the party at mission.txt to false obviously and they will tag around even after returning to safehouse, they will not show xxx has joined when recruited. 2.Set Autostart to true without text quotes of any sort and set loop this node to true, what this mean is they are AUTO recruited when chuck is within 1.5m interactive range. By doing this, EVEN if they are default cancel out by reset trigger that null all follower that tag chuck in the safehouse, the survivor are still recruitable at their predestinated spawn points if chuck approach them again. number 2 will kinda manipulate the reset trigger by getting rid of recruited survivors that may be too many. And yet make them still recruitable even after they get nulled by the stairs reset triggers. cMissionDialogue NPCxxx_Join { AutoStart = "true" JoinChuckAfter = "true" LoopThisNode = "true" }
Manipulting spawn points? As I tried invainly to get the debug mode to show the player location on my pc, I had to depend on specific items at the location for example there are two steel shelves in the whole of safehouse, one cafeteria level while the other is around the basement airlock area. You can slot npc in specific mission or simply like what tab did at the gift for katey which is ongoing sidequest. You can relocate survivors at various diff area, royal flush/foodbarn/americana casino etc so that there are no overcrowding issue. spawning to many npcs will prevent other survivors from spawing, I tried spawn >8 npcs in locker room at the katey tutorial 2, npcs like alice/noah and others that suppose to die in the arena will be missing as a result of overspawning npcs. remove the reset triggers I have yet to find it yet but instead of getting rid of it completely maybe relocate it to a less contactable spot rather than the stairs that there is simply no way of avoiding it when walking down the stairs. I using it for downsizing the bodyguard amount when they get too many. Spawning with props or equiping weapons to npc will result in floating weapons after they get nulled/default to their spawn points in the safehouse. I have found a way to bring in >8 npc back into the safehouse without game crashing, my next target is to explore the interior of the x_gameplay_zoo but likely there isn't much stuffs to do inside beyond the closed gate.
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Post by brucelee00088 on Jan 15, 2011 0:33:44 GMT -5
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Post by brucelee00088 on Jan 15, 2011 0:34:32 GMT -5
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Post by brucelee00088 on Jan 15, 2011 0:49:22 GMT -5
zombie nannies for katie. bad daddy.
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Post by brucelee00088 on Jan 17, 2011 9:33:24 GMT -5
Regarding the reset switch, it acts as a respawning refresh also for main casts beside the random npc which reshuffle their locations which will be missing when chuck enter lower basement as it act as a region respawn when entering certain areas of the safehouse.
I tried to remove the stair switch, main cast will not be there after chuck went round the basement, that explain why they made 2 unavoidable switch to ensure main casts is respawn after chuck reenter back up to the security room level.
The MISSING main casts after reset is removed can still be respawn back to where they suppose to be at that period if chuck exit and reenter the boiler room entry though despite their disappearing act.
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tab
Survivor
Posts: 118
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Post by tab on Jan 17, 2011 21:28:47 GMT -5
does removing the reset switch bypass the 8 survivor limit? also, nice find on the keepin' survivors thing.
also, video showing two simple missions and a different melee attack type for survivors.
first is a simple survivor rescue, second is psychopath killin'
i can't seem to save or else it'll crash though. not sure what's going on with that.
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Post by brucelee00088 on Jan 17, 2011 22:12:26 GMT -5
does removing the reset switch bypass the 8 survivor limit? No, region still has a limit of spawnable survivors even with the switch removed, excessive spawning will still affect mission base npc in that area too I'm afraid. But you can spawn 2 or more per region instead of focusing on one area if you choose to but base on the day and mission involved, the excessive additional spawning in that area will affect mission base npc spawning, like the tape it or die/rock hero when they are actually 4 to 5 npcs spawn at a location. I can selectively recruit any recruitable type of npc(human/tiger) when chuck enter certain areas, I inserted 6 shattered tigers/7to8 npc in different areas. Chuck can choose to recruit all 6 tigers if he feel like it and 3/4 human npcs. Or 8 humans survivors and 2 tigers if he choose to ignore recruiting the other tigers when he reach a new location. But of course, the 4th day when survivor rescue is ended is a ideal time to mess around with that. Bringing all 9/10 survivors into boss fight will crash game though so it's better to bring moderate amount into boss fight. also, nice find on the keepin' survivors thing. also, video showing two simple missions and a different melee attack type for survivors. first is a simple survivor rescue, second is psychopath killin' Thanks for the compilment. yeah, did that too, it's possible to script any survivor's behaviour towards chuck when they come in contact with chuck, whether they will (1)attack chuck on sight without given reasons or (2)try to chase and attack chuck if chuck shoot them before they were even recruited etc.. Basically the customization of survivor is quite vast in defining their nature/attack/melee styles/gun reaction/response to chuck actions.
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Post by brucelee00088 on Jan 18, 2011 8:49:18 GMT -5
tab, do you know the assetname for bullet, or is there even such an item. I know you're a pioneer in creating new weapons, I think it's possible to shoot bullets that doesn't vanish if you can locate or create a bullet like the rest of the weapon projectile you did in your outstanding tabmod.
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tab
Survivor
Posts: 118
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Post by tab on Jan 18, 2011 23:24:52 GMT -5
do you mean like the bullets ejected out of guns? those aren't even modeled, they're 2d sprites coming from a pryoeffect
or do you mean like the tracers and stuff, which seem to be tied to the models for the guns themselves though i can't seem to figure out what exactly defines how they're determined
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Post by brucelee00088 on Jan 27, 2011 2:15:20 GMT -5
do you mean like the bullets ejected out of guns? those aren't even modeled, they're 2d sprites coming from a pryoeffect or do you mean like the tracers and stuff, which seem to be tied to the models for the guns themselves though i can't seem to figure out what exactly defines how they're determined just I have thought, it wasn't even modelled. Thanks for clarifying that.
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Post by brucelee00088 on Jan 27, 2011 2:17:09 GMT -5
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Jan 27, 2011 7:40:25 GMT -5
How did you bypass the 8 survivors limit? Because I think of doing a mod where all missions are available from the beginning (excluding case files and those that require certain conditions).
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Post by brucelee00088 on Jan 27, 2011 21:40:31 GMT -5
I didn't actually bypass the limit, I'm just occupying all the 10 npc slots in one area which means no other survivors or even boss will be spawned as long chuck has all 10 tag along.
The game itself already has a limit of 10 survivors +chuck limitation in every area/zone. Take the safehouse for example, there are 4 zones that spawn max 10 survivors each, security level(rm1,8,9,10),zone2(rm2,3),zone3(rm4,5,6) and zone4 poker rm(5 fixed poker survivors) So let say you really did spawn 8 survivor, there are 2 npc slot left in that area. so either stacey,sullivan,katey or tk will be left out if you really did spawn that much in one area.
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Post by brucelee00088 on Jan 27, 2011 21:45:31 GMT -5
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Post by brucelee00088 on Jan 29, 2011 2:28:40 GMT -5
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Post by anno1404 on Apr 29, 2011 1:07:17 GMT -5
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Apr 29, 2011 7:11:00 GMT -5
Um, that's the effect of the Knight Armour. The metal indicates the protection. I don't think this was done by any modding, though I guess you _might_ search the files and try to make the health bar coloured that way all the time. If anyone would want that, anyway.
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Post by anno1404 on Apr 29, 2011 8:35:32 GMT -5
Um, that's the effect of the Knight Armour. The metal indicates the protection. I don't think this was done by any modding, though I guess you _might_ search the files and try to make the health bar coloured that way all the time. If anyone would want that, anyway. Wow thank you. that is very helpful to know.
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Apr 29, 2011 16:52:19 GMT -5
Why do your comments always sound like the driest sarcasm out there?
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Post by anno1404 on Apr 29, 2011 20:10:38 GMT -5
Why do your comments always sound like the driest sarcasm out there? You are So jaded.
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