Skyviper086 Posted April 14, 2014 Share Posted April 14, 2014 Hello I'm trying to edit the scipt for Wasteland Defense mod basically I would like to have the range for the boundary markets pushed back considerably. I see like "distancetomainlogic" 500 I punched in 5500 and when spawning the sign I couldn't see it . So now I'm wondering what line in Wasteland defense do I need to edit to set the distance I'm looking for the boundry markers to have? I don't think about scripting but I'd appreciate it if you could point me in the right direction. Thank you. Link to comment Share on other sites More sharing options...
AxlDave Posted April 14, 2014 Share Posted April 14, 2014 If you elaborated a bit, people who don't have the mod could help as well. What does the mod do? What do the boundary markers do in-game? What sign could you not see? It may not be a script function you are looking for, generally "markers" are used in the Render Window of the GECK, though without more information I can't really help more than that. Link to comment Share on other sites More sharing options...
Skyviper086 Posted April 15, 2014 Author Share Posted April 15, 2014 Okay, Well the mod is called Wasteland Defense it lets you build a fort and then defend it against a hordes of attackers, either NCR, Mutans, Bos, or Raiders (or sometimes combined groups of these). The first thing you create is a water tower and many things you place in the game (in RTS style) have to be within a boundry of the water tower you can not build outside that boundry. The boarder markers (labled patrol marker A-D in the GECK) set your "boundries" for your fort. You have to be a certain distance away from the water tower to set them however you can't bee too far away either. These markers in the mod do two things. One they are the patrol waypoints for the guards you hire to patrol your base they will walk from A-D patrolling the camp and destroy any enemy they enouncter. Two they serve as the spawn point for the raiding parties. Because they serve as the spawn point for the raiding parties I'm wanting to move the "boundry marker signs" much further away from my base to allow you more time to counter their attack (because they have a way of appearing and then in a matter or seconds half your base or settlement (if using Real Time Settler) is gone. Yes its exciting but at the same time (to my knowledge) it does not allow for ample room to build a large settlement that you would like to build. In addition to pushing them (the boarder markers) back I would like to have a way for when a certain item is bough (a radar dish or sat com array that you see on Black Mountain) it can spawn a map marker at the raiding parties entry point to help you locate the attacking force better throughout the vast region you control. Wasteland Defense works well with Real Time Strategy because while one is focused on building a settlemetn the other is focused on building a military installation which can be used to protect that settlement. I'll be more than happy to clarify other things the best I cna if you need me to.But basically the water tower controls how far away you can build something. The markers have to placed on the boundry of your encampment and I'm trying to double if not tripple their distance so the raiding parties will have some terrain to cover before getting to my base or settlement. Thank you so much for taking the time to help out. I found this but I can't edit in the GECK I can change numbers but I can't save the changes GECK keeps asking me if I want to save the changes and I click yes over and over again and nothing happens and the changes don't take place. But I think this is what I need to edit. if BoundaryMarkers == 0 if Stage == 2 && Activemarker.GetDistance WaterWellRef > DistanceX && SettlementStarted == 1 ShowMessage aaaSettlementTooFar Set DistanceXTooFar to 1 activemarker.sms aaaSettlementAMGlowGreen activemarker.pms aaaSettlementAMGlowRed elseif Stage == 2 && Activemarker.GetDistance WaterWellRef < DistanceX && SettlementStarted == 1 Set DistanceXTooFar to 0 activemarker.sms aaaSettlementAMGlowRed activemarker.pms aaaSettlementAMGlowGreen endifelseif BoundaryMarkers == 2 SHORT boundaryend Set boundaryend to DistanceX + 3000 if Stage == 2 && Activemarker.GetDistance WaterWellRef > boundaryend && SettlementStarted == 1 ShowMessage aaaSettlementTooFar Set DistanceXTooFar to 1 activemarker.sms aaaSettlementAMGlowGreen activemarker.pms aaaSettlementAMGlowRed elseif Stage == 2 && Activemarker.GetDistance WaterWellRef < boundaryend && SettlementStarted == 1 Set DistanceXTooFar to 0 activemarker.sms aaaSettlementAMGlowRed activemarker.pms aaaSettlementAMGlowGreen endifelse SHORT boundarystart SHORT boundaryend Set boundarystart to DistanceX + 1000 I'm thinking these numbers are what I need to change to increase distance. Set boundaryend to DistanceX + 2000 if Stage == 2 && Activemarker.GetDistance WaterWellRef > boundarystart && Activemarker.GetDistance WaterWellRef < boundaryend && SettlementStarted == 1 Set DistanceXTooFar to 0 activemarker.sms aaaSettlementAMGlowRed activemarker.pms aaaSettlementAMGlowGreen ShowMessage aaaSettlementBoundaryMarkerRange else Set DistanceXTooFar to 1 activemarker.sms aaaSettlementAMGlowGreen activemarker.pms aaaSettlementAMGlowRed endif Link to comment Share on other sites More sharing options...
AxlDave Posted April 15, 2014 Share Posted April 15, 2014 I found this but I can't edit in the GECK I can change numbers but I can't save the changes GECK keeps asking me if I want to save the changes and I click yes over and over again and nothing happens and the changes don't take place. That happens when the script you are trying to save has syntax errors, as GECKNV likes to keep you guessing. If the script you posted is the entire thing, start to finish, it won't save because there are several syntax errors. Otherwise, it could be because you need NVSE to save some of the command functions such as ShowMessage. if BoundaryMarkers == 0 if Stage == 2 && Activemarker.GetDistance WaterWellRef > DistanceX && SettlementStarted == 1 ShowMessage aaaSettlementTooFar Set DistanceXTooFar to 1 activemarker.sms aaaSettlementAMGlowGreen activemarker.pms aaaSettlementAMGlowRed elseif Stage == 2 && Activemarker.GetDistance WaterWellRef < DistanceX && SettlementStarted == 1 Set DistanceXTooFar to 0 activemarker.sms aaaSettlementAMGlowRed activemarker.pms aaaSettlementAMGlowGreen endif elseif BoundaryMarkers == 2 SHORT boundaryend Set boundaryend to DistanceX + 3000 I would also try fiddling with this line, increasing the 3000 in 100 unit steps, seeing what happens. In addition to pushing them (the boarder markers) back I would like to have a way for when a certain item is bough (a radar dish or sat com array that you see on Black Mountain) it can spawn a map marker at the raiding parties entry point to help you locate the attacking force better throughout the vast region you control. This mod has BoS patrols through the DC area, and it is possible to toggle their map markers on so you can see where they are, and the markers move in real time I believe. You could download this mod, see how it handles the map markers and recreate it for your own purposes. The trigger to activate this function would, of course, be whether or not you have the satellite dish. Does the script define what DistanceX is? Does it define what the BoundaryMarkers values represent? In fact, could you post the entire script, start to finish, preferably in a Spoiler window? Link to comment Share on other sites More sharing options...
Skyviper086 Posted April 15, 2014 Author Share Posted April 15, 2014 I didn't think about the NVSE :pinch: :facepalm: .... however I did find a quick and sloppy fix to this (I say sloppy because it requires another MOD) Apparently RTS can move things and not be pinned down by the distanceX clause. I say that for anyone you may encounter this problem and is looking for a quick solution. However now that I started this process I'd like to see it finished (so I can get a sense of accomplishment :happy:) Here is the "aaaSettlementMainLogic Script" in its entirity apparently the other things that I was editing that I could edit specified the distance between you and the object that you were placing so when i set them to 5500 some poor NPC across the wasteland was probably wondering why there was a sign floating in his face. scn aaaSettlementMainLogicScriptFLOAT myFLOAT mxFLOAT mzFLOAT distanceFLOAT mdFLOAT pxFLOAT pyFLOAT pzFLOAT azFLOAT axFLOAT activemarkerXAPFLOAT activemarkerYAPFLOAT activemarkerZAPFLOAT activemarkerXAPFaceingFLOAT activemarkerYAPFaceingFLOAT activemarkerZAPFaceingFLOAT DeleteXPFLOAT XPSHORT ZoomingONSHORT ZoomingRotatingOnOffSHORT ObjectManipulationSHORT StageSHORT DistanceXSHORT DistanceXTooFarSHORT SettlementStartedSHORT LockObjectsSHORT DisplayControlsSHORT ActivateKeySHORT BoundaryMarkersSHORT FenceControlSHORT RememberRotationSHORT PlaceOnceSHORT PlacementTimerSHORT StationaryGuardPlacementSHORT randomguardrollSHORT sguardrSHORT VertibirdAnimationREF activemarkerREF newguardREF newguardmarkerREF currentrefREF CurrentVertibirdREF LastPlan;;;;;;;;;;;; Projects variablesSHORT WaterWellSHORT WoodenPalletSHORT ShackASHORT ShackBSHORT ShackCSHORT MetalPalletSHORT WoodFenceSHORT WoodStairsSHORT WoodGateSHORT BarricadeASHORT BarricadeBSHORT MobileHomeSHORT SuppliesStorageSHORT TableSHORT PlayerHomeSHORT PlayerHomeDoorSHORT GuardTowerSHORT MountedTurretSHORT BarracksSHORT MarketSHORT PatrolMarkerASHORT PatrolMarkerBSHORT PatrolMarkerCSHORT PatrolMarkerDSHORT RaidAlarmSHORT BedrollSHORT WindmillGeneratorSHORT StreetLightSHORT SolarGeneratorSHORT StationaryGuardSniperSHORT StationaryGuardARSHORT ArmorySHORT LookoutTowerSHORT CampfireSHORT ScavengerTruckSHORT VertibirdStrikeSHORT CommArraySHORT WoodBeamSHORT SecurityCameraSHORT MedicTentbegin gamemode;;;;;;;;;;;; Quest processing delay settingif Stage == 2 && WoodFence == 0 && IsKeyPressed 46Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WaterWell to 0Set WoodenPallet to 0Set ShackA to 0Set ShackB to 0Set ShackC to 0Set MetalPallet to 0Set WoodFence to 0Set WoodStairs to 0Set WoodGate to 0Set BarricadeA to 0Set BarricadeB to 0Set MobileHome to 0Set SuppliesStorage to 0Set Table to 0Set PlayerHome to 0Set PlayerHomeDoor to 0Set GuardTower to 0Set MountedTurret to 0Set Barracks to 0Set Market to 0Set PatrolMarkerA to 0Set PatrolMarkerB to 0Set PatrolMarkerC to 0Set PatrolMarkerD to 0Set RaidAlarm to 0Set Bedroll to 0Set WindmillGenerator to 0Set StreetLight to 0Set SolarGenerator to 0Set StationaryGuardSniper to 0Set StationaryGuardAR to 0Set Armory to 0Set LookoutTower to 0Set Campfire to 0Set ScavengerTruck to 0Set VertibirdStrike to 0Set CommArray to 0Set WoodBeam to 0Set SecurityCamera to 0Set MedicTent to 0if LastPlanPlayer.Additem LastPlan 1endifEnablePlayerControlsSet Stage to 7endifif Stage == 0SetQuestDelay aaaSettlementMainLogic, 0elseif Stage == 2SetQuestDelay aaaSettlementMainLogic, .01endifif aaaSettlementDaysCounter.guardcap == 0Set aaaSettlementDaysCounter.guardcap to 25endifif PlacementTimer < 0Set PlacementTimer to 0elseif PlacementTimer > 0Set PlacementTimer to PlacementTimer - GetSecondsPassedelseendif;;;;;; enabled project follows players viewif BoundaryMarkers == 0if Stage == 2 && Activemarker.GetDistance WaterWellRef > DistanceX && SettlementStarted == 1ShowMessage aaaSettlementTooFarSet DistanceXTooFar to 1activemarker.sms aaaSettlementAMGlowGreenactivemarker.pms aaaSettlementAMGlowRedelseif Stage == 2 && Activemarker.GetDistance WaterWellRef < DistanceX && SettlementStarted == 1Set DistanceXTooFar to 0activemarker.sms aaaSettlementAMGlowRedactivemarker.pms aaaSettlementAMGlowGreenendifelseif BoundaryMarkers == 2SHORT boundaryendSet boundaryend to DistanceX + 3000if Stage == 2 && Activemarker.GetDistance WaterWellRef > boundaryend && SettlementStarted == 1ShowMessage aaaSettlementTooFarSet DistanceXTooFar to 1activemarker.sms aaaSettlementAMGlowGreenactivemarker.pms aaaSettlementAMGlowRedelseif Stage == 2 && Activemarker.GetDistance WaterWellRef < boundaryend && SettlementStarted == 1Set DistanceXTooFar to 0activemarker.sms aaaSettlementAMGlowRedactivemarker.pms aaaSettlementAMGlowGreenendifelseSHORT boundarystartSHORT boundaryendSet boundarystart to DistanceX + 1000Set boundaryend to DistanceX + 2000if Stage == 2 && Activemarker.GetDistance WaterWellRef > boundarystart && Activemarker.GetDistance WaterWellRef < boundaryend && SettlementStarted == 1Set DistanceXTooFar to 0activemarker.sms aaaSettlementAMGlowRedactivemarker.pms aaaSettlementAMGlowGreenShowMessage aaaSettlementBoundaryMarkerRangeelseSet DistanceXTooFar to 1activemarker.sms aaaSettlementAMGlowGreenactivemarker.pms aaaSettlementAMGlowRedendifendifif Stage == 2 && IsKeyPressed 44 && ZoomingON == 0 && ZoomingRotatingOnOff == 0Set ZoomingON to 1Set ZoomingRotatingOnOff to 1elseif Stage == 2 && IsKeyPressed 44 && ZoomingON == 1 && ZoomingRotatingOnOff == 0Set ZoomingON to 0Set ZoomingRotatingOnOff to 1elseendifif Stage == 2 && IsKeyPressed 256 && ZoomingON == 1 && ObjectManipulation == 1set distance to distance - 5Set ZoomingRotatingOnOff to 0elseif Stage == 2 && IsKeyPressed 256 && IsKeyPressed 21 && ZoomingON == 0 && ObjectManipulation == 1set activemarkerYAPFaceing to activemarkerYAPFaceing - 1Set ZoomingRotatingOnOff to 0elseif Stage == 2 && IsKeyPressed 256 && IsKeyPressed 45 && ZoomingON == 0 && ObjectManipulation == 1set activemarkerXAPFaceing to activemarkerXAPFaceing - 1Set ZoomingRotatingOnOff to 0elseif Stage == 2 && IsKeyPressed 256 && ZoomingON == 0 && ObjectManipulation == 1set activemarkerZAPFaceing to activemarkerZAPFaceing - 1Set ZoomingRotatingOnOff to 0elseif Stage == 2 && IsKeyPressed 257 && ZoomingON == 1 && ObjectManipulation == 1set distance to distance + 5Set ZoomingRotatingOnOff to 0elseif Stage == 2 && IsKeyPressed 257 && IsKeyPressed 21 && ZoomingON == 0 && ObjectManipulation == 1set activemarkerYAPFaceing to activemarkerYAPFaceing + 1Set ZoomingRotatingOnOff to 0elseif Stage == 2 && IsKeyPressed 257 && IsKeyPressed 45 && ZoomingON == 0 && ObjectManipulation == 1set activemarkerXAPFaceing to activemarkerXAPFaceing + 1Set ZoomingRotatingOnOff to 0elseif Stage == 2 && IsKeyPressed 257 && ZoomingON == 0 && ObjectManipulation == 1set activemarkerZAPFaceing to activemarkerZAPFaceing + 1Set ZoomingRotatingOnOff to 0elseendifif Stage == 2 && activemarker != 0if DisplayControls == 0ShowMessage aaaSettlementSetupControlsSet DisplayControls to 1endifDisablePlayerControls 0 0 1 0 0 0 1set py to player.getpos yset px to player.getpos xset pz to player.getpos zset az to player.getangle zset ax to player.getangle xactivemarker.setangle x activemarkerXAPFaceingactivemarker.setangle y activemarkerYAPFaceingactivemarker.setangle z activemarkerZAPFaceingset mz to (sin ax) * distanceset mz to pz - mz+80set mx to (sin az) * distanceset my to (cos az) * distanceset my to py+myset mx to px+mxActivemarker.setpos y myActivemarker.setpos x mxActivemarker.setpos z mzif PlacementTimer == 0Set PlaceOnce to 0endifendifif Stage == 2 && (StationaryGuardSniper == 1 || StationaryGuardAR == 1)GuardPosRef.MoveTo Activemarkerendifif Stage == 2 && VertibirdStrike == 1VertibirdMarkerRef.MoveTo Activemarkerendif;;;;;; project placement handlingif IsKeyPressed ActivateKeyif DistanceXTooFar == 0if Stage !=0if StationaryGuardSniper == 1 || StationaryGuardAR == 1if GuardPosRef.isFormValid == 1Set Stage to 5endifelseSet Stage to 5endifendifendifendifif Stage == 2 && WoodFence == 1 && isKeyPressed 46Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WoodFence to 0EnablePlayerControlsSet Stage to 7if Player.GetItemCount aaaSettlementWoodFenceING > 1SHORT fencecountSet fencecount to Player.GetItemCount aaaSettlementWoodFenceINGSet fencecount to fencecount - 1Player.RemoveItem aaaSettlementWoodFenceING fencecountendifSet RememberRotation to 0endif;;;;;; project will be placedif Stage == 7Activemarker.enableSet Activemarker to 0endifif Stage == 5Set Stage to 0if WaterWell == 1WaterWellRef.MoveTo ActivemarkerWaterWellRef.EnableActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WaterWell to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet SettlementStarted to 1aaaSettlementMapMarker.EnableaaaSettlementMapMarker.moveTo PlayerSet aaaSettlementMainQuest.WaterWellPlaced to 1elseif WoodenPallet == 1Activemarker.PlaceAtMe aaaSettlementWoodenPallet 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WoodenPallet to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif ShackA == 1Activemarker.PlaceAtMe aaaSettlementShackA 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set ShackA to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif ShackB == 1Activemarker.PlaceAtMe aaaSettlementShackB 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set ShackB to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif ShackC == 1Activemarker.PlaceAtMe aaaSettlementShackC 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set ShackC to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif MetalPallet == 1Activemarker.PlaceAtMe aaaSettlementMetalPallet 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set MetalPallet to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif WoodStairs == 1Activemarker.PlaceAtMe aaaSettlementWoodStairs 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WoodStairs to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif WoodFence == 1if PlaceOnce == 0Activemarker.PlaceAtMe aaaSettlementWoodFence 1Set Stage to 2PlaySound aaaSettlementConstructionSet PlaceOnce to 1Set PlacementTimer to 6endifSet Stage to 2elseif WoodGate == 1Activemarker.PlaceAtMe aaaSettlementWoodGate 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WoodGate to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif BarricadeA == 1Activemarker.PlaceAtMe aaaSettlementBarricadeA 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set BarricadeA to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif BarricadeB == 1Activemarker.PlaceAtMe aaaSettlementBarricadeB 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set BarricadeB to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif SuppliesStorage == 1Activemarker.PlaceAtMe aaaSettlementSuppliesStorage 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set SuppliesStorage to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementMainQuest.SuppliesStoragePlaced to 1elseif MobileHome == 1Activemarker.PlaceAtMe aaaSettlementMobileHome 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set MobileHome to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif Table == 1Activemarker.PlaceAtMe aaaSettlementTable 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set Table to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif PlayerHome == 1Activemarker.PlaceAtMe aaaSettlementPlayerHome 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set PlayerHome to 0EnablePlayerControlsSet Stage to 7Player.Additem aaaSettlementPlayerHomeDoorING 1 1PlaySound aaaSettlementConstructionSet aaaSettlementMainQuest.FortHQPlaced to 1elseif PlayerHomeDoor== 1Activemarker.PlaceAtMe aaaSettlementPlayerHomeOutDoor 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set PlayerHomeDoor to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementMainQuest.FortHQDoorPlaced to 1elseif GuardTower == 1Activemarker.PlaceAtMe aaaSettlementGuardTower 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set GuardTower to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif MountedTurret == 1Activemarker.PlaceAtMe aaaSettlementMountedTurret 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set MountedTurret to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionif aaaSettlementDaysCounter.solargeneratorplaced == 0ShowMessage aaaSettlementPowerSourceRequiredendifelseif Barracks == 1Activemarker.PlaceAtMe aaaSettlementBarracks 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set Barracks to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementMainQuest.BarracksPlaced to 1elseif Market == 1Activemarker.PlaceAtMe aaaSettlementMarket 1HankAndersonMRef.MoveTo ActivemarkerHankAndersonMRef.EnableHankAndersonPosRef.MoveTo ActiveMarkerHankAndersonPosRef.EnableFLOAT angleoffsetSet angleoffset to activemarkerZAPFaceing + 270HankAndersonMRef.SetAngle Z angleoffsetHankAndersonPosRef.SetAngle Z angleoffsetSet aaaSettlementDaysCounter.citizencount to aaaSettlementDaysCounter.citizencount + 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set Market to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementMainQuest.MarketPlaced to 1elseif PatrolMarkerA == 1PatrolMarkerARef.MoveTo ActivemarkerPatrolMarkerARef.EnableActivemarker.PlaceAtMe DefaultHumanPatrolIdleMarkerActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set PatrolMarkerA to 0EnablePlayerControlsSet Stage to 7Set BoundaryMarkers to 0PlaySound aaaSettlementConstructionelseif PatrolMarkerB == 1PatrolMarkerBRef.MoveTo ActivemarkerPatrolMarkerBRef.EnableActivemarker.PlaceAtMe DefaultHumanPatrolIdleMarkerActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set PatrolMarkerB to 0EnablePlayerControlsSet Stage to 7Set BoundaryMarkers to 0PlaySound aaaSettlementConstructionelseif PatrolMarkerC == 1PatrolMarkerCRef.MoveTo ActivemarkerPatrolMarkerCRef.EnableActivemarker.PlaceAtMe DefaultHumanPatrolIdleMarkerActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set PatrolMarkerC to 0EnablePlayerControlsSet Stage to 7Set BoundaryMarkers to 0PlaySound aaaSettlementConstructionelseif PatrolMarkerD == 1PatrolMarkerDRef.MoveTo ActivemarkerPatrolMarkerDRef.EnableActivemarker.PlaceAtMe DefaultHumanPatrolIdleMarkerActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set PatrolMarkerD to 0EnablePlayerControlsSet Stage to 7Set BoundaryMarkers to 0PlaySound aaaSettlementConstructionSet aaaSettlementMainQuest.PatrolMarkersPlaced to 1elseif RaidAlarm == 1RaidAlarmRef.MoveTo ActivemarkerRaidAlarmRef.EnableActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set RaidAlarm to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif Bedroll == 1Activemarker.PlaceAtMe aaaSettlementBedroll 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set Bedroll to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif WindmillGenerator == 1Activemarker.PlaceAtMe aaaSettlementWindmill 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WindmillGenerator to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif StreetLight == 1Activemarker.PlaceAtMe aaaSettlementStreetLightOff 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set StreetLight to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionif aaaSettlementDaysCounter.solargeneratorplaced == 0ShowMessage aaaSettlementPowerSourceRequiredendifelseif SolarGenerator == 1SolarGeneratorRef.MoveTo ActivemarkerSolarGeneratorRef.EnableActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set SolarGenerator to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementDaysCounter.solargeneratorplaced to 1elseif StationaryGuardSniper == 1GuardPosRef.MoveTo ActivemarkerActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set StationaryGuardSniper to 0EnablePlayerControlsSet Stage to 7Set StationaryGuardPlacement to 1PlaySound aaaSettlementConstructionSet aaaSettlementDaysCounter.guardcount to aaaSettlementDaysCounter.guardcount + 1Set aaaSettlementDaysCounter.citizencount to aaaSettlementDaysCounter.citizencount + 1elseif StationaryGuardAR == 1GuardPosRef.MoveTo ActivemarkerActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set StationaryGuardAR to 0EnablePlayerControlsSet Stage to 7Set StationaryGuardPlacement to 2PlaySound aaaSettlementConstructionSet aaaSettlementDaysCounter.guardcount to aaaSettlementDaysCounter.guardcount + 1Set aaaSettlementDaysCounter.citizencount to aaaSettlementDaysCounter.citizencount + 1elseif Armory == 1Activemarker.PlaceAtMe aaaSettlementArmory 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set Armory to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementDaysCounter.armoryplaced to 1elseif LookoutTower == 1Activemarker.PlaceAtMe aaaSettlementLookoutTower 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set LookoutTower to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif Campfire == 1Activemarker.PlaceAtMe aaaSettlementCampfireOff 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set Campfire to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif ScavengerTruck == 1ScavengerTruckRef.MoveTo ActivemarkerScavengerTruckRef.EnableActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set ScavengerTruck to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif VertibirdStrike == 1VertibirdMarkerRef.MoveTo ActivemarkerVertibirdRef.MoveTo PatrolMarkerARef 0, 0, 4320VertibirdRef.EnableActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set VertibirdStrike to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementFixOnThatPosSet BoundaryMarkers to 0elseif CommArray == 1Activemarker.PlaceAtMe aaaSettlementCommArray 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set CommArray to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif WoodBeam == 1Activemarker.PlaceAtMe aaaSettlementWoodBeam 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set WoodBeam to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionelseif SecurityCamera == 1SecurityCameraRef.MoveTo ActivemarkerSecurityCameraRef.EnableActivemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set SecurityCamera to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementDaysCounter.securitycameraplaced to 1elseif MedicTent == 1Activemarker.PlaceAtMe aaaSettlementMedictent 1Activemarker.moveTo DeleteMarkerRefset DeleteXP to Activemarker.getPos xActivemarker.setPos x DeleteXPActivemarker.disableSet Activemarker to 0Set MedicTent to 0EnablePlayerControlsSet Stage to 7PlaySound aaaSettlementConstructionSet aaaSettlementDaysCounter.medictentplaced to 1endifendifif StationaryGuardPlacement == 1 && Stage == 7Set randomguardroll to GetRandomPercentif randomguardroll < 33Set newguard to GuardPosRef.PlaceAtMe aaaSettlementFortGuardSSniperAAMTemplateelseif randomguardroll < 66Set newguard to GuardPosRef.PlaceAtMe aaaSettlementFortGuardSSniperAFelseSet newguard to GuardPosRef.PlaceAtMe aaaSettlementFortGuardSSniperHMendifnewguard.MoveTo GuardPosRefSet newguardmarker to GuardPosRef.PlaceAtMe XMarkerSet StationaryGuardPlacement to 0Set newguard to 0elseif StationaryGuardPlacement == 2 && Stage == 7Set randomguardroll to GetRandomPercentif randomguardroll < 33Set newguard to GuardPosRef.PlaceAtMe aaaSettlementFortGuardSARAAMTemplateelseif randomguardroll < 66Set newguard to GuardPosRef.PlaceAtMe aaaSettlementFortGuardSARAFelseSet newguard to GuardPosRef.PlaceAtMe aaaSettlementFortGuardSARCFendifnewguard.MoveTo GuardPosRefSet newguardmarker to GuardPosRef.PlaceAtMe XMarkerSet StationaryGuardPlacement to 0Set newguard to 0endifif Stage == 6Set XP to Activemarker.getPos xActivemarker.setPos x XPSet ActivateKey to GetControl 5if RememberRotation == 0Set activemarkerXAPFaceing to 0Set activemarkerYAPFaceing to 0endifSet Stage to 2endifend I'll take a look at the other mod because that does sound exactly what I was looking for. Once again thank you so much for taking the time to do this Link to comment Share on other sites More sharing options...
AxlDave Posted April 15, 2014 Share Posted April 15, 2014 It would seem that the key is in finding out what the BoundaryMarker values represent, as that section clearly deals with distance limitations, making the marker turn red and showing the "too far" message. The DistanceX + 1000 and 2000 values would seem to relate to setting the patrol markers, but the DistanceX + 3000 could relate to enemy spawning perhaps? You say that the patrol markers are also spawn points, does that mean the enemies spawn inside your camp, or that the guards are patrolling outside? Do the enemies literally spawn on top of the guards' heads, or are they a little distance away? If it's the latter, I'd try whacking the 3000 up to 4000 and spawn some enemies. Bearing in mind you might have to rebuild your camp for the changes to take effect. Link to comment Share on other sites More sharing options...
Skyviper086 Posted April 15, 2014 Author Share Posted April 15, 2014 It's the latter. You got it right the enemy spawn where the markers are and the patrol guards are scripted to walk between the markers so sometimes they encoutner enemy foces right on top of their heads. (I figured that own when I placed mines around the signs they enemy would spawn and then die. They spawn at the sign and then move the water tower (which is in the heart of your town) Link to comment Share on other sites More sharing options...
Skyviper086 Posted May 1, 2014 Author Share Posted May 1, 2014 Got it! I had tweak all three sets of numbers and now my oh my do I have a some massive room to deal with. Thank you for all of your help! Link to comment Share on other sites More sharing options...
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