Things to watch out in modding

ryuga

First time out of the vault
Found a couple interesting thing that might be a concern. I didn't find them in search, so they are mentioned here so other modders can avoid the pitfalls. Spent quite a bit of time to figure out the first one. I will keep adding to the list as more stuff is found.

*If an entity has a player index from entity file and the player index is not defined Player Setup in the mission file, then when the entity is dropped on ground in game, the game will crash.

*When multiple equipped item triggers are satisfied, only the last trigger listed in level editor will execute. This is related to the equipping item speech tree. I suspect this might be true for other triggers. Will test that later.
 
ryuga said:
*If an entity has a player index from entity file and the player index is not defined Player Setup in the mission file, then when the entity is dropped on ground in game, the game will crash.
For one thing you shouldn't be assigning a player index in the entity editor and for another thing only entities like actors, spawn points, alarms and vehicles etc should be set to a player index not inventory items.

One thing to note if you have a trigger relating to entities on a player index, and you delete that index trying to edit the trigger will make the editor crash.

ryuga said:
*When multiple equipped item triggers are satisfied, only the last trigger listed in level editor will execute. This is related to the equipping item speech tree. I suspect this might be true for other triggers. Will test that later.
Not true. If several triggers all have the same condition they can all fire simultaneously. What are you trying to do and what are your triggers?
 
requiem_for_a_starfury said:
ryuga said:
*If an entity has a player index from entity file and the player index is not defined Player Setup in the mission file, then when the entity is dropped on ground in game, the game will crash.
For one thing you shouldn't be assigning a player index in the entity editor and for another thing only entities like actors, spawn points, alarms and vehicles etc should be set to a player index not inventory items.

One thing to note if you have a trigger relating to entities on a player index, and you delete that index trying to edit the trigger will make the editor crash.

ryuga said:
*When multiple equipped item triggers are satisfied, only the last trigger listed in level editor will execute. This is related to the equipping item speech tree. I suspect this might be true for other triggers. Will test that later.
Not true. If several triggers all have the same condition they can all fire simultaneously. What are you trying to do and what are your triggers?
You are quick to reply. I just discovered all satisfied triggers will fire and was about to do an edit. I am adding objective for several branches in the speech tree and was using a variable to do to toggle this. The reason to use variable is partitioning the adding objective to a separate trigger for easier management of triggers.

Basically answer A and B will add the objective and C and D will not. But if the player is equipped with A or B in one equipment slot while C or D in another, which can be undesirable if the player intends to have C or D answer. Having a variable to set the add objective status doesn't have an effect. The real issue is user error here, and whether we want to have error checking for this user error. I will think about possible solutions and if they do exist, whether they are worth implementing.

I will also keep in mind your advise on using player index. Thanks.
 
Since the player would need to change the active slot to allow more than one icon equipped at a time the odds on the player error are slim. Though if you want to make sure two or more variables don't get tripped then adjust the conditions.


Reply 1 Choice A
Condition:
Speech Event A Occured
Human has More than 0 ItemsTaggedEquipped A at Anywhere
Human has less than 1 ItemsTaggedEquipped C at Anywhere
Human has less than 1 ItemsTaggedEquipped B at Anywhere
Human has less than 1 ItemsTaggedEquipped D at Anywhere
 
Lol, nice simple solution. It does add more lines in the trigger, but with trigger copy function, it is not too bad. It is better to safeguard against player error, even if it is slim chance, at least in my book. Thanks again.
 
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