[EDIT: I decided to remove my rubbish and replace it with a summary.]
Team_num function of worldmap.txt:
An option to assign encounters a “team_num=<#>”.
It seems as if an encounter (EDIT: proto) assigns every critter without a script a default team number. The “team_num” function allows to replace that default team-number with another.
That means I could add “script-less” dogs to an encounter and use the team_num function to put them on the same team as some of the “scripted” critters. For example, team_num=45 would ally the script-less dogs with script 256 (Raiders). However, this does not fix their “passive” status in any way or form, they only react to their team attacking or being attacked (in this case 45) and their team reacts to them being attacked (i.e. they are fully part of team 45).
This could be useful with critters who don't need a script to function properly. Like a single dog in a group of travellers.
But first of all it seems to be a fail-safe that makes sure every critter of an encounter is on the same team. However, useful that is...
(Note: The only time this is ever used (possibly for a reason) is in the first prototype encounter [Encounter: Raiders] of Fo2's worldmap.txt. That was the one I was playing around with to learn how things work.)
Team_num function of worldmap.txt:
An option to assign encounters a “team_num=<#>”.
It seems as if an encounter (EDIT: proto) assigns every critter without a script a default team number. The “team_num” function allows to replace that default team-number with another.
That means I could add “script-less” dogs to an encounter and use the team_num function to put them on the same team as some of the “scripted” critters. For example, team_num=45 would ally the script-less dogs with script 256 (Raiders). However, this does not fix their “passive” status in any way or form, they only react to their team attacking or being attacked (in this case 45) and their team reacts to them being attacked (i.e. they are fully part of team 45).
This could be useful with critters who don't need a script to function properly. Like a single dog in a group of travellers.
But first of all it seems to be a fail-safe that makes sure every critter of an encounter is on the same team. However, useful that is...
(Note: The only time this is ever used (possibly for a reason) is in the first prototype encounter [Encounter: Raiders] of Fo2's worldmap.txt. That was the one I was playing around with to learn how things work.)
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