Well, that is pretty weird if you ask me... I have no clue really, I guess just keep looking. If you use "Agent Ransack" do a search for "wpn_bm16 = 1, prob"
If you don't know what Agent Ransack is, it is a very useful tool which looks through every file for that line of script.
---QUOTATION--- Well, that is pretty weird if you ask me... I have no clue really, I guess just keep looking. If you use "Agent Ransack" do a search for "wpn_bm16 = 1, prob"
If you don't know what Agent Ransack is, it is a very useful tool which looks through every file for that line of script. ---END QUOTATION---
Thanks for the suggestion, already using grepWin for that but I guess they do exactly the same thing the two programs.
It seems like there is no weapons that uses the "prob". (Probability of spawning, I guess it means). Only items like guitars, food and what not... and it doesn't seem like (I know this is hard to say because the character_desc files are massive) any characters have missing weapons in their "supplies".
The problem with the vanilla weapon spawn generator in the xml's is that sometimes an npc get spawned a lot of weapons and sometimes it doesn't have any.
For instance, if the probability is three weapons is 0.3 ( 30%) each is quite possible to have no weapons spawned and or all three are spawned. Also if the npc doesn't have ammo for the weapon it will not be used.
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---QUOTATION--- The problem with the vanilla weapon spawn generator in the xml's is that sometimes an npc get spawned a lot of weapons and sometimes it doesn't have any.
For instance, if the probability is three weapons is 0.3 ( 30%) each is quite possible to have no weapons spawned and or all three are spawned. Also if the npc doesn't have ammo for the weapon it will not be used. ---END QUOTATION---
But each inventory in the character_desc files only have one weapon and there's not even a "prob". It's set to definitely give the said NPC the listed weapon.
---QUOTATION--- All of the some 1000 characters defined in the xmls ? ---END QUOTATION--- I have been thru almost all of them, atleast the bandits. Besides, if that was the source of the problem wouldn't it be like that every time the NPC spawned?
I had this a few times in my megamod. No idea of the cause. I had no ai packs in it and nothing out of the ordinary, except a few hacks of my own. I guess the engine is very particular (actually i now know it is) to some changes regarding npc's.
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