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qmjs

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Everything posted by qmjs

  1. That is possible, but I don't actually know. There is a long and complicated method you might be able to use, depending on how many possible values your variable has. Take a look in rtsevents, and then search for AdjustStaminaBonus Very long, but it might work if it is critical to what you are doing.
  2. I don't think that will work. If you are trying to change count.population, that is a variable used by the system, and gets reset approximately every 30 seconds. When you say "Count.Population is a fictional variable.", does that mean that the actual values you are using is not Count.Population but something else, like Game.Variablename?
  3. I just updated the previous post to clarify a couple of things that weren't clear. (Bold text) Both rtsdata and globalconstants usually. Although, global constants you can sometimes get by without, but if it is looking for it, it will cause a failure. Most are text replacements, but a few are actual values. For example, the original example I was going to give uses ExtraFoodEaten instead of Game.ExtraFoodEaten Game.ExtraFoodEaten is defined in rtsdata ExtraFoodEaten is defined in globalconstants based on Game.ExtraFoodEaten. I use these mainly because the files have a maximum amount of code they can contain, and minimizing space where possible slows down the point where you hit that limit.
  4. That is probably an issue with Var1. These work: <RTSStat_MultiplyAdd MultiplyBy="-1" OutputAmount="Count.Population" OutputId="Game.ExtraFoodEaten" PauseWhenOffline="" /> <RTSStat_Add DurationCancellable="" OutputAmount="Game.ExtraFoodEaten" OutputDuration="" OutputId="Stockpile.Food" PauseWhenOffline="" /> If Var1 doesn't have a value and is being read as 0, the <RTSStat_MultiplyAdd MultiplyBy="Var1" OutputAmount="Count.Population" OutputId="Var3" PauseWhenOffline="" /> won't work. Keep in mind when defining a variable, name1.name2.name3 is defined as (group name).(subgroup name).(value name). Subgroup can be skipped if you set it up without any subgroups under the group name (see manual.dangerlevel, or put it under a group name but outside a subgroup) Just looking at that again, I think maybe you have them in the wrong position. You don't want to change Count.Population... that is a variable already used and updated by the system. The variables you would need to intitialise are Var1 and Var3. it would work as Var3(new value)=Var3(previous value) + CountPopulation*Var1.
  5. I am a bit confused. What are you trying to do? I need more context to determine what might work.
  6. Make sure the variable is set up in globalconstants.xml, not just in the event. You can assign a value in the event, but the variable must exist in globalconstants first. Otherwise any call to the variable is always going to be 0/false.
  7. Here are a number of examples... take a look for which format might work best for what you are trying to do. Many are the same, as I just searched for the compare lines. <Compare CompareOp="GreaterThan" InputId1="Family.Influence" InputId2="Family.Renown" /> <Compare CompareOp="GreaterThan" InputId1="Stockpile.Ammo" InputId2="Max.Ammo" /> <Compare CompareOp="GreaterThan" InputId1="Stockpile.Food" InputId2="Max.Food" /> <Compare CompareOp="GreaterThan" InputId1="Stockpile.Fuel" InputId2="Max.Fuel" /> <Compare CompareOp="GreaterThan" InputId1="Stockpile.Materials" InputId2="Max.Materials" /> <Compare CompareOp="GreaterThan" InputId1="Stockpile.Medicine" InputId2="Max.Medicine" /> <Compare CompareOp="GreaterThanEqual" InputId1="Sandbox.TotalNPCsSpawned" InputId2="Sandbox.Survivors.Rare" /> <Compare CompareOp="LessThan" InputId1="100" InputId2="Stockpile.Food" /> <Compare CompareOp="LessThan" InputId1="200" InputId2="Stockpile.Food" /> <Compare CompareOp="LessThan" InputId1="Count.Population" InputId2="Capacity.Labor" /> <Compare CompareOp="LessThan" InputId1="Game.RTS.IncomeFood" InputId2="MaxFoodUse" /> <Compare CompareOp="LessThan" InputId1="Sandbox.TotalNPCsSpawned" InputId2="Sandbox.Survivors.Cap" /> <Compare CompareOp="LessThan" InputId1="Sandbox.TotalNPCsSpawned" InputId2="Sandbox.Survivors.Cap"> <Compare CompareOp="LessThan" InputId1="Sandbox.TotalNPCsSpawned" InputId2="Sandbox.Survivors.Rare" /> <Compare CompareOp="LessThanEqual" InputId1="Family.Influence" InputId2="Family.Renown" /> <Compare CompareOp="LessThanEqual" InputId1="Sandbox.Zombie.DensityMultiplier" InputId2="Sandbox.Zombie.DensityMultiplierMinimum" /> <Compare CompareOp="LessThanEqual" InputId1="Sandbox.Zombie.DensityMultiplierOriginal" InputId2="Sandbox.Zombie.DensityMultiplier" /> <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Ammo" InputId2="Max.Ammo" /> <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Food" InputId2="Max.Food" /> <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Fuel" InputId2="Max.Fuel" /> <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Materials" InputId2="Max.Materials" /> <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Medicine" InputId2="Max.Medicine" /> GreaterThanEqual means greater OR equal, and the same for LessThanEqual, less than OR equal. <Compare CompareOp="GreaterThan" InputId1="Stockpile.Ammo" InputId2="Max.Ammo" /> It specifically compares InputId1 to InputId2, so here it is looking to see if Stockpile.Ammo is greater then Max.Ammo.
  8. durabilityrating is the displayed durability when you look at a weapon's description, but has no effect on the actual durability. it is just an indicator for the player of relative durability. Otherwise I think you are on the right track, but I haven't actually changed any of those in years.
  9. If you take out that line, he is treated as any other military character, and can show up for any of the various positions. However, the soldier standing at the north gate is then ActorIDx=1 In missions, see MissionFrameworkBucket FragmentFile="" Label="encSiege", then go down to ObjectiveBucket Label="Wave 1" You'll see a section called DefensePoints. That is how it determines where they are supposed to be at any given time. The three priority vales are added up, and an npc is assigned to the highest value not already occupied. Priority is always active, BreachedPriority becomes active when BreachPointName is breached , and MultipleBreachesPriority becomes active when there are more than one breaches.
  10. There are 8 positions for BaseDefender. The ActorIdx refers to the characters, not any location. 1 is the Sasquatch character, or any military character if Sasquatch is not present. 2, 3, 4, 7, 8 are military characters. 5 and 6 are VIPS waiting to be evacuated. If there are not enough characters at base, the higher numbered positions won't be filled. For the various positions, the military characters are dynamically assigned based on wave direction (north or east) and situation. Until the gates are breached, they use the GateSeige positions, and once the gates are broken and zombies are inside, they move to Fallback positions. VIPS are always in one of the fallback positions. The three gates are GateSiege1 (north gate), GateSiege2 (east gate), GateSiege3 (parking lot gate). Positions near those gates include GateSiege1_2, GateSiege1_3, GateSiege2_2, GateSiege2_3, GateSiege3_2. (There is no GateSiege3_3 at the smallest gate). Up to three defenders can be at each of the main gates, or two at the smaller gate. The helicopter landing zone is FallbackPoint. Positions near the FallBackPoint are Fallback_1, Fallback_2, Fallback_3, Fallback_4, Fallback_5, Fallback_6. North gate is the one facing the two smaller warehouses and the main road. East gate is the one facing the larger warehouse and the wall, on the same side as the smaller parking lot gate.
  11. Read it again and look for the details: Start character is always the last one. (Because of <Actor_SetAsPlayer ActorIndex="6" />) For the others, at 100 trust they are a friend, so you can modify: <Actor_AddTrust ActorIndex="5" DisableBonus="false" Trust="30" /> or just <Actor_AddToFamily ActorIndex="3" /> If you remove any, so that it is only Lily and the start character, Lily is the Trait.Story.Command and the next character would be ActorIndex 3
  12. You need to keep in mind that not everything related to a specific topic is located in the same file. RTSevents handles some of these transitions, as does one entry in missions. Sandbox_LoneWolf_Initialize is set by the exe when selecting a breakdown game at level 1. "SpawnSandboxEnclaves Startup" action changes state to LocateHomeSite. "SpawnSandboxEnclaves Complete" action changes state to Sandbox_LoneWolf_Survive, but only if you never go and join another enclave, but locate the RV yourself and if so... that becomes Sandbox_BustedRV_Initialize.
  13. Sandbox_LoneWolf_Survive is the enclave state at the start of Breakdown 1, where the player has one character, no base, and is supposed to go check with other enclaves to see which one to join. Arrive otherwise is the state when an enclave is first created, so for the player enclave, it is Breakdown 2+ where the base is the RV.
  14. I can't think of anything else that would help with this.
  15. Progress is progress. If it is always 0, is it defined in the rtsdata?
  16. Try this: <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="Status.Var3" OutputId="DummyVar" RewardList="General" IconId="11"> <DescriptionText Flags="" Notes="" Text="%+d" /> </EventRewardStat> <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10"> <NameText Flags="" Notes="" Text="Your description" /> <Descriptions> <EventLogDesc> <DescriptionText Flags="" Notes="" Text="%d" /> <SummaryText Flags="" Notes="" Text="Your explanation" /> </EventLogDesc> </Descriptions> </EventLog>
  17. What part? Did the message not appear, or the variable value not show up?
  18. Try putting something like this in the output code after the calculations, where Status.Var3 is your variable. <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10"> <NameText Flags="" Notes="" Text="Your description" /> <Descriptions> <EventLogDesc> <DescriptionText Flags="" Notes="" Text="%Status.Var3" /> <SummaryText Flags="" Notes="" Text="Your explanation" /> </EventLogDesc> </Descriptions> </EventLog> That will drop it in the ledger's log.
  19. I can't quite tell what you are asking, I think the charset is making it confusing. But, as for other variable types, %1$s refers to the first Actor's first name, and %2$s is the second actor's first name. (In most cases the first one listed is referred to as Actor 0, but not with these variables.) The highest these go is %3$s, but it should actually apply to any number of actors in a specific action. If only one is listed, %s works. There is also some instances where %d is used instead of %+d, usually referring to the Count= value in a previous Com_Give statement. I suspect these are simply related to the return values from the exe. Those are really the only formats used.
  20. Yes. I use one calculation that includes OutputAmount="Count.Population", so any variable that has a value defined already should work.
  21. I think so. The fatecards Daily_Offline uses a lot of variables. But, you'll have to look around to determine exactly what to use. In those, %+d is referring to the last OutputAmount value used. If you can't figure out the appropriate variable, just add a dummy statement with the number you want as outputamount.
  22. Some of the higher level groups are not always available, because they are based on danger levels. I probably wouldn't expect it to work properly above Medium.
  23. That should mean that they continue that activity until something interupts them or forces a change, such as a zombie horde approaching base. I'm not sure what you mean by promoted to higher level... do you mean moving it into a higher priority group? What you are seeing is probably interaction with rtsevents and the Trait.Behavior.SleepWhenRelaxed in Event Id="Event.Activated"
  24. For the animations: In Stand_Bored, there is standing while eating apple or can of beans. In Stand_Wall, there is leaning (against a wall) while eating apple or can of beans, drinking from bottle, or reading journal. In Sit_Bored, there is sitting in a chair while eating apple or can of beans, drinking from bottle, or reading journal. In SitGround, there is stiing on the ground while eating apple or can of beans, drinking from bottle, or reading journal. These are the tasks where those are possible: AnimSet="Sit_Bored" TaskName="Task.Relax" AnimSet="SitGround" TaskName="Task.Sleep" AnimSet="SitGround" TaskName="Task.Relax" AnimSet="SitGround" TaskName="Task.Rest" AnimSet="Stand_Bored" TaskName="Task.Relax" AnimSet="Stand_Bored" TaskName="Task.Sleep" AnimSet="Stand_Bored" TaskName="Task.WC" AnimSet="Stand_Bored" TaskName="Task.Defend" AnimSet="Stand_Bored" TaskName="Task.Relax" AnimSet="Stand_Bored" TaskName="Task.Staff" AnimSet="Stand_Wall" TaskName="Task.Rest" AnimSet="Stand_Wall" TaskName="Task.Sleep" AnimSet="Stand_Wall" TaskName="Task.Relax"
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