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NPC's Random Weapon Loadout Mod

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  18:53:33  9 July 2015
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xRatx
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On forum: 06/18/2008
Messages: 1592
NPC's Random Weapon Loadout Mod

This is mod that randomizes weapons carried by NPC's and the weapon randomization is conditioned by NPC Faction and Rank.

What's left to do :
- Proper Balance
- Weapons spawns with addons

Download thread : https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=24028&sec_id=17
  20:46:39  9 July 2015
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TKGP
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On forum: 01/25/2013
Messages: 454

if excluded_npc_list[npc:profile_name()] and not community_list[npc_community] and npc:id()~=db.actor:id() then


This is never going to evaluate to true because you're using ands. The actor is not bound to xr_motivator so there's no point checking that anyways.

Instead of writing each weapon repeatedly, why not just assign weighting and look up the ammo from config?


"[^"..":".."]+"


Why bother concatenating static strings?
  21:36:23  9 July 2015
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xRatx
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On forum: 06/18/2008
 

Message edited by:
xRatx
07/09/2015 21:39:22
Messages: 1592
TKGP,
My bad on first one.

The weight system for random seems the better logical (and balanced way) to implement this but at the time I didn't tought on implementing it like that : \ . I'll reimplement that soon.

About why I bothered with concatenating strings, that was the first thing that came up to my mind when reading the lines and extracting the variables from it.

Thanks for your help
  15:39:19  9 August 2015
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Roadkilll
Merc
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On forum: 05/27/2011
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Is it compatible with latest ZRP ?
  16:37:49  9 August 2015
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
08/09/2015 16:40:33
Messages: 1592
I think it is as long you merge it with ZRP (There is no inclued compatibility files with ZRP)

You only have to merge the scripts (bind_stalker.script and xr_motivator.script, search for weapon_randomizer references) and the xml's (all of the changes are related to <supplies> sections )

Also just as a note, probably, it will need to be rebalanced a bit.
 
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