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pasmon79

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  1. It appears that stockpile food and Unlocked techs are reset by "exe". It makes sense because variables related to "NextMap....." do get carried over to next level. Unlocked techs should have been reset by a simple command in "game files" instead of an exe.
  2. If the in-game variables retain their values even after transitioning to next level, why does it need to stow variables relating to research like "Status.Tech.Unlock_"?
  3. I have already looked up there even before posting. The thing that confused me was there was no mention of "screamer" in any of the AnimGroup(SubAnimgroups!) related to Infestation. I searched all the files and reached the conclusion that screamers must have been introduced by exe file.
  4. Can we change the type of zeds in a Horde or Infestation? For example add a freak.
  5. So in "Breakdown" "nextday" events and their limit of counting days offline is strictly handled by "exe" via calculating the time difference of "savegame" date and time difference". I have checked that Lifeline has its own way of running nextday events, which are not controllable and are called by "Lifeline.AdvanceAfterSiege" and "Lifeline.NextDayEventOnly". Further In "Lifeline", <OnNextDay> at the start of "Siege State" is totally irrelevant as it applies to "Enclave.Home_Sandbox", which does not exist in the game.
  6. Lifeline sends its characters away just like other dlcs but i have not found any handler for it as it exists in "Enclave.xml" in "Breakdown".
  7. Lifeline sends its characters away just like other dlcs but i have not found any handler for it as it exists in "Enclave.xml" in "Breakdown".
  8. Each mode of SOD (LIfeline or Breakdown) requires different rules to earn an enjoyable experience. Enhancing the health of NPC makes sense only while modding and playing Lifeline but not breakdown, You see "Story-Mode" is essentially a "Tutorial", "Lifeline" is a "Death Match" and requires tactical game- play, while "Breakdown" requires strategic style of game-play.
  9. Thanks for clarifying the re usability of variable.
  10. It has to be set false at the beginning by some mechanism. As i remember at the start of each level when escaping on RV, I do not need any influence to change home-site from "RV to any place", which is accomplished by one of the two instances of radio options <RadioOption Action="RelocateHomeBase"The radio-option with no influence requires <Requirements> <RadioRTSBool Name="Sandbox.Drifter.HomeSiteClaimed" Value="false" /> <RadioRTSFloat Name="Sandbox.ScenarioCount" Value="1.0" /> </Requirements>Once I moved on from "RV", I would need "100" influence as normal by the other radio option, which requires the discussed variable to be true as expected. In my opinion, there are two methods to change a "variable" one requires " OutputDuration="" " to be empty, which is the one that cannot be reset without setting true/false by another command. RTSStat_Add DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Sandbox.Drifter.HomeSiteClaimed" PauseWhenOffline="" />The one with OutputDuration="0" gets automatically reset to the one set by rtsdata at the start of next sandbox level.
  11. How does this variable get false value again? There is no command other than present in âinitvreakdownâ, which is only related to game starting from â Choose your heroâ.
  12. The variable "Sandbox.Drifter.HomeSiteClaimed" gets wrap to false at the start of each breakdown level after escaping from RV(which skipps init Breakdown), which is because of the "zero value" of "Relocation to "Home-site in the start of each level. <RTSStat_Add DurationCancellable="" OutputAmount="true" OutputDuration="0" OutputId="Sandbox.Drifter.HomeSiteClaimed" PauseWhenOffline="" /> Does this mean "OutputDuration="0"" works till the new map re-starts?
  13. I did not remove npc interaction scripting as there was none in the first place. I just removed the dialog lines and scenes in Mission OfferChoice. But it did not improve the situation. Anyway it seems that the setup condition conflicts with the "ObjectiveType=SiegeWatchTower". Will study the code deeper if found any snippet. Thanks
  14. Well I was referring to the timer related to warning message"Return To Mission Area" . I was testing the mission "encsiege" in "breakdown"(YOSE) with different activation conditions. I discovered that when set the activation condition to "EnterArea" and even after deleting the "npc questions statement", one of the "npc related to mission enclave" is inactive and always set to follow me instead of barricading the windows and when i left for home, attempts to follow me but avoid sitting in vehicle. On restarting the save game, everything is back to normal. I wonder why?
  15. Is the mission abort time in Lifeline siege mission is hard-coded as well(the time it needed to reach the mission site before mission expires) as the abort time in "breakdown" is fairly low and does not seem to be determined by any parameter?
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