WolfWitness said:
I don't mean to necro this but are the Miria, T-800 and Private Dobbs FRP mods compatible with each other or I can only have one at a time installed?
yes,don't even have to install in any specific order,if you have problems let me know,i will fix them
Endocore said:
@Nirran
Hi Nirran. I want to adapt your "Random Encounters" mod so I can use it in my current installation, as I recall greatly enjoying the extra battles in a Megamod game some time ago (I think my last MM game was when MM version 2.40 came out, though maybe it was 2.35). I was looking at the materials (maps, scripts, source) that come with your mod and I have some questions; even though it's not actually in the "sfall mods" part of your website this seemed like the best spot to chat about Random Encounters. By the way, thanks for including source material (uncompiled scripts, some additional headers) with all your mods-- that's very helpful, and I think the whole community would greatly benefit if everyone began following your example in that regard.
Hi
My first question is therefore: am I correct in thinking I only need to adapt your rnddsrt.int script as well as use the desert + city maps from your mod for such ends?
yes,tho the maps themselves should not theoretically need to be changed
-goes and opens relevant ssl files-
first off,do not use megamod scripts,the mod zip comes with a zip inside that is named megamod scripts(oh fuck,it should have),redownload if you want them,then are in the source code folder (oops),one with source,one with compiled,it has megamod car code in it
I'm understanding the general function of the script as:
--In map_enter, the procedure Place_Critters is called to determine what the player will encounter on the lower map level.
--Place_Critters has 2 purposes:
1) Decide whether play will occur in a cave map or a sewer map. Am I correct in thinking this is redundancy, and that if I'm only using desert and city maps I only need to consider the "sewer" case? Or did you use "cave" to mean "desert" and "sewer" to mean "city" here?
yes,it checks map id against city or desert(been ages,have to check numbers to find what ones)
yes,desert and city only need sewer
2) Call the choose_pid_sid procedure to randomly determine critters (crpid and accompanying script id) based on the player-character's current experience level. An sfall global variable is used to construct two encounter tables, the second of which references critter pids (e.g. 16777842) that aren't in the traditional game. I'm thinking therefore I'll need to get rid of that aspect and just use the first section of the encounter table-- is that correct?
yes
Then the Place_Critters_Sewer (or _Cave) procedure runs. This subprocedure:
--runs choose_pid_sid a second time (one of my main questions is: I don't understand why choose_pid_sid needs to run a second time here, or perhaps why it needed to run the first time instead of here)
--begins the process of forumlating assignments to the map, whether of monsters (create_critter_one and _two) or (randomly) of treasure (create_chests_sewer).
--Then create_critter_one (or _two) assigns parameters (the particular critter and accompanying script previously determined, as well as the tile at which the critter will appear) to be used as it calls the spawn_critter subprocedure a number of times corresponding to each individual monster to be placed on the map.
yes you have grasped what it is doing
because i don't trust script bracket global variables(really script locals usable by any procedure in the script)
--I don't understand the spawn_critter procedure, for four reasons:
a) It uses a lot of sfall scripting that I more generally don't understand (again, shame on me for that);
b) It seems to reference a number of city-location maps (Broken Hills, Redding, and so forth) while also referring to global variables far out of range of regular FO2 gvars (presumably these latter are sfall globals); I don't understand how all this relates to a random encounter on the World Map;
c) It references map numbers 250 and 251. The highest numbered map I have is 171 (EPA), so I don't understand to what these numbers refer;
d) Particularly in light of (b) and (c), the spawn_critter subprocedure actually doesn't seem to make any reference at all to either the desert or city random encounter maps (map #81, 82, 83, 84, and so forth). I can only conclude I've very badly misunderstood what's going on with this procedure.
Another question is: there are a number of seemingly unused procedures, such as pick_gecko_pid, that aren't ever called as far as I can determine. Are they orphans from an earlier version of the script, or did I overlook something important?
that procedure is in a header file i use when i spawn any critter in any of my scripts,i added tons of stuf for convinience,use below code instead
one (or more) of the header files have alot of procedures in them that arent used by the script(for my convinience),anything not referenced can be deleted
Code:
procedure Spawn_Critter(variable arg0, variable arg1, variable arg2, variable arg3)
begin
critter_ptr := create_object_sid(arg0, 0, 0, arg2);
critter_attempt_placement(critter_ptr, arg1, arg3);
if (not(tile_contains_pid_obj(arg1, arg3, arg0))) then begin
destroy_object(critter_ptr);
end
end
Yet another question: at the beginning of map_enter you use some sfall functions to retrieve the World Map coordinates. To what end? I didn't see anywhere they were later used.
i don't remember why i did that,probably something to do with the car paint job mod,you safely delete it
question is: you have a lot of code related to the car which I'm guessing is for use in conjunction with the mod you made to change the car's appearance, but there are other parts that look more mundane (dealing with vanilla car = 33555441 and trunk) yet are substantially different from the car bits from killap's more traditional scripts with which I'm more familiar. Could you comment on any important differences between the way you place/remove the car and the way the car is usually handled in more traditional scripts? Finally, I'm thinking the only real concern for the Random Encounters mod would be to see that the car is placed at the proper elevation on the surface and doesn't follow the player's party down into the sewers. Is that correct, and is there any special car placement code I should pay special attention to while adapting the script?
use
Code:
procedure place_car_vanilla(variable arg0)
instead (those vanilla scripts should already be using that procedure)
Thank You for the Kind Words
edit : i remember why i did the code setting worldmap position,on maps with multiple levels(random encounters) worldmap is not set when you leave that first level,then return and exit,it will place you near arroyo,dont delete them
Nirran