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pasmon79

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Everything posted by pasmon79

  1. As i have looked through several entity files, i came across files describing animation relating to minute details like car transition effect etc. Now during gameplay it may seem ordinary but as perceived by the coder, the effort put in by the sod team is truly amazing.
  2. I discovered mention of "Gates" in "tag_points_win.markup". It is really hard to dig in prefabs. I have hit upon "hazmet locker and resource-generic locker" that are mentioned in every command centre except in millitary(Lifeline) . By which name the locker is mentioned in facility prefabs?
  3. In life-line, the standard base has two supply lockers with exactly the same content. It is my undestanding that they achieve this by setting an "outpost" within the base. Also the gates of the base act as enclaves as evident from the siege settings in "mission.xml". Is this hard coded or present in xml files?
  4. I have noticed that one of the mod modifies upper limit of supply locker by manipulating "MaxGuns" in "homesitelimits". Is there any more option available in files provided by game to change the behavior of storage locker like "Bonus Locker" of Outposts in "Facilities.xml" or is it hard coded to be left out from modding.
  5. Well i have noted that all the mission related to "encRescue" except "_panicked" (which actually works) requires at the least two survivors(belonging to a Random Enclave) to be missing, which was perhaps not the case of my game. I edited out "meta missing" and voila i was finally able to test my mission modifications for "encRescue".
  6. I was testing some modification to missions in breakdown. For this i restricted all the sandbox generic enclaves to a single mission. It worked for Combat Type and rescuepanicked but failed to generate any mission for rescue_suicidetwisted(searched) and encInfesattion along with its variants, I have a single enclave(friendly, not joining) in the region having construction place, behind my homebase at syndertrucking, which is fortified with outposts in the surrounding region. What is restricting these missions?
  7. I read it in one forum that the restriction is night time for 12 seconds. But the masterclock mod accomplishes over-riding this effect. I really wonder how do devs enforce restriction. I only want to check the possible effects of environment manipulations. I guess that i have to do it by the hard way by timing my own game-play.
  8. Well i set time Animspeed=1, compiled the file and load one of my episode of sod story mode to observe its effect. I expect the sun to fly in circle but nothing happened. Any suggestions for setting the values for "AnimeSpeed" to observe noticeable effect?
  9. I have tried to change that factor in breakdown/lifetime many times before according to this reasoning by setting "TimeAnimSpeed=0.08-1" with no immediate effect on the game even starting on new level and relevant files placed in proper places(plz check my last post on "TIme is money"). Do I have to change something else elsewhere?
  10. Is it possible to change game environment time rate by changing "TimeAnimSpeed" in mission_mission0.xml file? TimeOfDay Time="11.984781" TimeStart="0 " TimeEnd="23.983334" TimeAnimSpeed="0.0034">
  11. Thanks, I have figured out a way and will share it if it works.
  12. Is there a way to instruct the game to run two commands(action) with the gap of one siege? i.e Eldridge is airlifted and returns after some another day.
  13. Okay the devs destroyed the enclave when eldridge joins first but left it there afterwards in nuke trigger mission. I am going to spawn Eldridge the way Vienna Cho spawned in nuke mission. By the way I am using a character with same name but difefrent traits and dead refugees(Hero class) respawn all the time.
  14. Well i based my code on the following ingame function used probably for creation of sasquatch in my view. It works in conjugation with Enclave named "sasquatch" defined before. <Action ActionFlags="WaitForNoMission" ActionId="CreateSasquatch" ActionType="Action.Passive" ExecuteTimeStandard="6m" OutputDelayTime="0.0" PauseWhenOffline=""> <RTSActionIcon Name="" Id="" /> <NameText Flags="" Notes="" Text="" /> <Actors> <Enclave ActorFlags="Spawn" ActorName="Sasquatch" EnclaveStat="" HideWarnings="" Optional="" /> </Actors> <Alts /> <Effects /> - <Inputs> <CheckBool InputFlags="" InputId="!Lifeline.Eldridge.Created" Invert="" /> </Inputs> <Outputs> <ChangeState ActorIndex="0" Silent="false" State="JoinEldridge" /> </Outputs> </Action>It is similar to EnclaveHeroSpawn in breakdown. My code works with the enclave defined exactly in line of your suggestion excluding Actor name as they overlap. Enclave EnclaveId="SasquatchReturns" Flags=""> <OnNextDay /> <Names> <NameText Flags="" Notes="" Text="SasquatchAgain" /> </Names> ..................................................<State Alertness="Relax" Id="JoinEldridgeAgain"> <OnNextDay /> <Action ActionFlags="WaitForNoMission" ActionId="SetupCharacters" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline=""> <RTSActionIcon Name="" Id="" /> <NameText Flags="" Notes="" Text="" /> <Actors> <Character ActorFlags="Spawn" ActorName="" ActorTask="" ActorTraits="Trait.Story.HPAlpha" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" /> </Actors> <Alts /> <Effects /> <Inputs /> <Outputs> <Actor_JoinEnclave ActorIndex="0" EnclaveIndex="" /> </Outputs> </Action> I had redefined my own "CreateSasquatchAgain" version <Action ActionFlags="WaitForNoMission" ActionId="CreateSasquatchAgain" ActionType="Action.Passive" ExecuteTimeStandard="5s" OutputDelayTime="0.0" PauseWhenOffline=""> <RTSActionIcon Name="" Id="" /> <NameText Flags="" Notes="" Text="" /> <Actors> <Enclave ActorFlags="Spawn" ActorName="Enclave.SasquatchReturns" EnclaveStat="" HideWarnings="" Optional="" /> </Actors> <Alts /> <Effects /> <Inputs> <Check InputAmount="7" InputFlags="" InputId="Lifeline.Eldridge.Progress" /> </Inputs> <Outputs> <ChangeState ActorIndex="0" Silent="false" State="JoinEldridgeAgain" /> <Display_Text Flags="" Notes="" Text="Sasquatch lives" Type="Banner - Secondary" /> <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Mail" IconId="105"> <NameText Flags="" Notes="" Text="Sasquatch lives" /> <TutorialText Flags="" Notes="" Text="" /> <DescArgs /> <Descriptions> <EventLogDesc> <DescriptionText Flags="" Notes="" Text="Sasquatch is alive." /> <SummaryText Flags="" Notes="" Text="Congrats" /> </EventLogDesc> </Descriptions> <NpcEffects /> </EventLog> <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Lifeline.CreateEldridge" PauseWhenOffline="" /> <RTSStat_SetBool DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Lifeline.EldridgeCount" PauseWhenOffline="" /> </Outputs> </Action>
  15. Well i decided to spawn sasquatch all over again to try. Sending him off the base was easy part and done quite easily, but i am getting troubled at the spawning part. For spawning (1) I added a new character with the same Ist and second name but change one of the traits called by the game to different one and added new missions, scenes aprpopriate to the new trait. (2) Build a second enclave with different name omitting the game handler preventing respawn of "old" Eldridge character while adding my own. (2) Tested custom banner notification under Home_HP->HighRoad->. (3) Add a difefrent action under HighRoad similar to the one creating old Sasquatch having key entries along with a text banner to indicate any kind of run <Actors> <Enclave ActorFlags="Spawn" ActorName="Enclave.SasquatchReturns" EnclaveStat="" HideWarnings="" Optional="" /> </Actors> <Inputs /> <Outputs> <ChangeState ActorIndex="0" Silent="false" State="JoinEldridgeAgain" />Nothing happens several minutes after siege. Where am i doing wrong?
  16. I mean how to instruct the game(change in code) to load the right model file. Is there any option besides re spawning the character?
  17. Well I have added playable and other traits to Sgt kekelly character <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait=" Any chance of recovering his original model file?
  18. I was recently playing with sasquatch in my team as Officer that i noticed that game is using a different model(cdf) file for sasquatch now. It is amusing to see another soldier masquarradingi sasquatch but what the hell happened and can i revert it back.
  19. I have found mission_misson0.xml for lifeline and storymode(level.pak). Having placed storymode files(Needs full folder to prevent crash) in class 3 and started testing change in time for breakdown. As i have figured out that (TimeStart-TimeEnd)/(TimeAnimeSpeed*3600)=Total realtime for one complete day i.e 1.96 hrs as pointed out in the wiki. I changed Time AnimSpeed from 0.0034 to 0.08 so that the whole day/night cycle should be around 5 minutes but no effect happened on a new game in breakdown level.
  20. Kindly inform me of the source of "mission_mission0.xml" and its placement that works for both breakdown and lifeline.
  21. Thanks. Now i have following queries I extracted this file from levels/class3/level.pk, Will it work in levels/class3.1/c3_beltway/ for breakdown?
  22. I understand in rtsevents file that "Event.etc"gets executed on their own and"fsEvents.etc" along with "Sandbox.etc" get called in other functions. I wish to know where "DayTime" along with "NightTime" is defined as, whereas in "mission_missin0.xml", we have "DuskTime" and "Dawntime" with no explaination to their assignements "355" and "365" respectively.
  23. Yeah i have tried it and itt works great but i still prefer the neat user interface(a small reminder of key intervals in day) instead of a ticking timer over my hud.
  24. We need a clock in game. A bulleted note appears durring nighttime indicating time. Kindly guide which file is responsible for it.
  25. In the search.xml, we have <Prop PropId="WallShelf"> <Resources Max="2" Min="1" Name="" Odds="0" RoomRestriction="" /> <Wants> <WantListReference Id="Find.HomeMaintenance" /> <WantListReference Id="Find.LabSupplies" /> </Wants> <Items Max="2" Min="1" Name="" RoomRestriction=""> <ItemList Id="Suppressor" /> <ItemList Id="Ammo.Common" /> </Items> </Prop>As i understand that "Odds=0" here means nothing will be spawned here for sure. But why does it contain an "item list" and "wantlist"?
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