Announcement!! + Questions!

Ah, I see. Thanks for answering.

I have 2 other questions:

1. In the entity editor, when Im editing the recruits, if I change a reavers "Race Type" to BOS from reaver, will that cause any problems?

Is there something some where else I should change? I was always annoyed that the reavers cant wear human armour, so Im thinking of setting them all as BOS. As far as I know, thats all there is to it, but Im checking with you to avoid a nasty surprise later on.


2. In the campaign.txt, in the random force part in the beginning, the last number in each line is supposedly "apperance chance":

{ "WolfPack02_Medium;critter;4;5;true;Z",
"entities/Actors/Critters/wolf_01.ent;2;10",
"entities/Actors/Critters/wolf_01.ent;3;10",
},

What I dont get is, if theres gonna be min 4 and max 5 wolves where does the "chance" come in?

The random part must fall in between the min and the max, true?
so if the wolves were say min 5 and max 20, then thats where the 10 (% ?) appearance chance would factor in, true?

Cause Im guaranteed 5, but after 5, theres a 10% chance for every "slot" (20 - 5 = 15, 15 empty "slots") that there will be a wolf? like that?

Im very new to this modding business and know next to nothing about programming, you can tell.



PS. I did go back and change the level settings on most of raiders in mission 1, 2 and 3.

Theyre all now 1 or 2 level (most are 2 levels higher, a few are 3-4 levels higher) higher than they were originally.

Im gonna love playing my mod. :D
 
Gimpster said:
1. In the entity editor, when Im editing the recruits, if I change a reavers "Race Type" to BOS from reaver, will that cause any problems?
Hmm did you re-apply the patch after unpacking the bos files because the reaver recruits should already be set to BOS.

Gimpster said:
Is there something some where else I should change? I was always annoyed that the reavers cant wear human armour, so Im thinking of setting them all as BOS.
You've got that the wrong way around, reaver recruits can't wear reaver armour but they can wear human armours. The Reaver race can wear all armours (except ghoul & SM). Except for Reaver large but reaver large were never fully implemented, looking at the concept art they would of had a different sprite, they can't even wear reaver armour unless you force it on them in the editor.


Gimpster said:
2. In the campaign.txt, in the random force part in the beginning, the last number in each line is supposedly "apperance chance":

{ "WolfPack02_Medium;critter;4;5;true;Z",
"entities/Actors/Critters/wolf_01.ent;2;10",
"entities/Actors/Critters/wolf_01.ent;3;10",
},

What I dont get is, if theres gonna be min 4 and max 5 wolves where does the "chance" come in?

The random part must fall in between the min and the max, true?
so if the wolves were say min 5 and max 20, then thats where the 10 (% ?) appearance chance would factor in, true?

Cause Im guaranteed 5, but after 5, theres a 10% chance for every "slot" (20 - 5 = 15, 15 empty "slots") that there will be a wolf? like that?
Argh Random encounters!!! This is a real mess, I remember Rosh posting that there originally wasn't going to be a world map.

The min max are just guides, IIRC that number is randomised as well, though it's hard to tell as you can get multiple encounters at the same time (which is why you sometimes get two groups attacking each other).

If you get an encounter you'll get 4 - 5 of each type. So 4 - 5 level two wolves, and 4 - 5 level three wolves. The chance determines which you are more likely to get, IIRC it's out of 100. The total numbers are limited by the spawn points. Which on an RE map act like a gateway rather than determining spawn position.

So say you had and encounter like this

{"RaiderBandits03_Hard;bad;3;4;true;A",
"entities/Actors/Raiders/raider_06_infbas.ent;4;10",
"entities/Actors/Raiders/raider_07_inflig.ent;6;10",
"entities/Actors/Raiders/raider_08_InfMed.ent;4;10",
"entities/Actors/Raiders/raider_11_sniper.ent;5;10",
"entities/Actors/Dead/tribal_01_noncom.ent;1;10",
"entities/Actors/Dead/tribal_02_hth.ent;1;100",
"entities/Actors/Dead/tribal_03_melee.ent;1;10",
"entities/Actors/Raiders/raider_03_melee.ent;4;10",
"entities/Actors/Raiders/raider_04_range.ent;3;10",
"entities/Actors/Raiders/raider_06_infbas.ent;2;10",
"entities/Actors/Raiders/raider_07_inflig.ent;2;10",
"entities/Actors/Raiders/raider_11_sniper.ent;3;10",
}

And you've only got 8 spawn points on the RE map (though I think it's usually around 20). Then not all of the actor types could appear, but you should still get 4-5 of each and the dead tribal should almost always appear as it has the higher chance.

Well that's how I think it works, it's been a couple of years since I was experimenting with campaign maps. My memory is a bit rusty.
 
Thanks for explaining it to me. So the best way of getting alot of people on the random encounters, is to set their "min;max" numbers high and the chance of appearing high? (Im thinking 80%!)

Cause I want a lot of people, the more the merrier I say.

Once I hit an encounter with 30+ mutants, I was in 7th heaven. :)

EDIT: Im having kind of a weird problem..
I tried to edit the 5th mission (Preoria, the one with the turrets and underground radioactive facility), but after the map is loaded, theres nothing there, its all blank, just like it looks if I was to open a new blank map.

I tried unzipping the right .bos file and replacing the old mission 5, but that didnt help.
 
Preoria and at least one other mission are built off-centre. Either scroll left and down until you find the tiled section or go ctrl & F4 to bring up the entity window and then double click on an actor or other entity to reposition.
 
Thanks! I was kind of panicking there... :shock:

:oops:

Thank you.

EDIT:

Do you know if the patch removes most of the muties on mission 10?
Its kansas city, the one where you have to defend the gholus against the attacking muties from 3 directions..

I dont think Ive ever played the patched version of the game, I also noticed on the last beastlord mission a lot of people are armed with garands, I dont remember it being like that at all...

Its the patch right?

Also, tag names according to the FT-readme is for tracking certain groups, fair enough, but if I add actors to a certain group, do I have to give them the same tag name?
 
I've never played the unpatched version, but doing a 'dump actors' from both the patched and unpatched maps there's the same amount of actors on both (99, including ghouls).

The last beastlord mission, Mardin cemetary? The patch doesn't touch that mission. Must be your memory going. :lol:

Tag names are used for scripting purposes, most triggers can be applied to the player index, but some need a tagname. Or the trigger might only be intended for a specific few, of the actors, on a PI.

If you want the triggers to apply to your 'reinforcements' then yes add the tagnames. But you should go through the triggers and see which use the tagnames as it might not be appropriate to add the tagname for every actor.
 
Must be my memory, been a few years since the last time...

I added about 30 heavily armed muties for good measure, I remember there was a few advancing muties with mini guns, but I couldnt find them in the level editor, so I added 3 new and 3 with flamthrowers.

I wouldve added more but theres so much ammo my recruits can carry, so..
Unless I put some ammo there at the sandbags for them... :twisted:

Thanks.
 
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