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Of smart terrains, space restrictors and gulags

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  17:07:25  27 October 2012
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
Yes, I changed the check npc function in all gulag scripts files.
And no, i'm not working on a big mod with more levels. Now, i'm only working on vanilla levels (this is only a test, by curiosity, to understand the engine).

But i activated all smarties in all.spawn, i deleted all condition for do it.
So, i increased quickly the free job places.

In consequence, you're right. As i have a lot of empty smarties, the respawn work continuous and npc walk to join empty smart terrains.


There were 3 or 4 like seldom,medium,fast or so. I thought these are part of customData in all.spawn but the smartterrain entries in modwiki do not have those and i do not have a decompiled all.spawn currently (or a all.spawn in not binary format, i dont think that this would be called decompiled but anyway)

custom_data = <<END
[smart_terrain]
;cond = {-agroprom_military_case_done}
type = esc_flesh_1
capacity = 2
stay = long
END

It's "stay" parameter.
With 3 values. quick/medium/long.

So, with use stay = long for each smart_terrain, a very low going_speed value in m_stalker.ltx, and maybe too a low respawn frequenty, it could balance it.
---END QUOTATION---


"stay = long" +
"It's "stay" parameter.
With 3 values. quick/medium/long. "
no since in vanilla all those values had a way to high number in some config file or script file i can not recall currently. You have to change the values in that config/script file to get them properly executed.
  23:55:05  28 October 2012
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077
I pop in again to add:
As NatVac with the help of some others has discovered are the vanilla respawners badly coded which leads to way to fast spawned npcs/mutants (some timer issue in there). So i would recomenend you to use latest version of ZRP in which this was issue deadled with (iirc again - i havenĀ“t followed all this for quite a time!)
  13:41:57  29 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hey,

I used ZRP 1.05 R10, the last version is too big for me.
And i used the Natvac respawn population manager too.

About "You have to change the values in that config/script file to get them properly executed."
I'll look at this.
Thanks you again.

Now, i'm working on path_walk and path_look with the level_editor. I need to study the flag system.
  10:51:25  17 November 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
@all

hey guys, i just wanted to ask a related question:

how do you extend the distance that monsters can wander from their smart terrains (or gulags, or whatever)?

cheers in advance,

yours.
  22:14:40  14 December 2013
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
@all

hey guys, i just wanted to ask a related question:

how do you extend the distance that monsters can wander from their smart terrains (or gulags, or whatever)?

cheers in advance,

yours.
---END QUOTATION---



Hi, a bit late but who cares!

There are distance values in some config files you could increase AND this is more likely you have some space restrictors which prevent your aLife creature from going any further (in and out restrictors)

cheers, gbamm
 
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