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pasmon79

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Everything posted by pasmon79

  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?
  16. Well I was just curious and am not interested in its modification. Thanks.
  17. How does Lifeline siege manages to kill soldier off-screen when not reached near home base in time even when there are no Zombies present off screen and no "Actor_Kill" command to simulate death?
  18. Enclave_Add indeed works instead of Enclave_Stat implying that the latter works only at the time of creation of enclave. Thanks again for the guide.
  19. When i set my enclave to change state from "Join" to "Endangered", I also lower the trust in the process using <Enclave_StatSet DurationCancellable="" EnclaveIndex="" OutputAmount="20" OutputDuration="" OutputStat="Trust" PauseWhenOffline="" />When i reload the save, the enclave now previously in "Emdangered" state automatically regains its maximum its trust from nowhere(without any mission). I am confused?
  20. Thanks for your guide. Modding Enclave.xml has been the most challenging part of modifying SOD that requires a lot of patience, backups and restarts.
  21. From my experience in modification of the enclave.xml that involves a lot of testing and crashes, it appears that the entire "state"(Both of NPC and Home Encalve) is persistent across save files once loaded irrespective of "PauseWhenOffline=True", which in my opinion means something else altogether. I have tested this by adding a new action that prints message after each 1s. Nothing appeared when previous save loaded. But when i add the same code under an already defined "Action", the code works.
  22. Well, it worked but I still wonder why does the "Joining" State does not allow me to offer missions other than "escort", even after I removed "escort" mission from the state. I noted further that setting the Action ID other than "Breakup (Timer)" does not work(Why?). Thanks a lot for your great suggestions.
  23. Well I am talking about the enclaves that remain till the start of new level, after the maximum NPC count for a certain level expires in "YOSE Breakdown". For these enclaves the "Breakdown(Timer)" does absolutely nothing(as the maximum trust remains) and they are static i.e, neither offering mission nor collapsing.
  24. If they are assigned the escort mission then why don't i receive join request each day even after rejection. It seems that the mission is stuck in some kind of error loop but strangely there is no conditional statement in <Input>.
  25. I decided to test if missions are offered in Joinable Enclave after rejecting the offer. I added <Action ActionFlags="Repeats" ActionId="AddRandomFavor_Sandbox" ActionType="Action.Passive" ExecuteTimeStandard="2m" OutputDelayTime="0.0" PauseWhenOffline="">after removing the command that keeps checking the enclave for removal after the joining. No enclave mission appears after 2m, I attempted changing "Repeats" with "Repeats, Wait for NoMission", but nothing appears. What i am doing wrong here?
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