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Increase vest spawn rate for AI? http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=7&t=1289 |
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Author: | Visionhunter [ Mon Jul 08, 2013 4:30 pm ] |
Post subject: | Increase vest spawn rate for AI? |
How can I increase vest spawn rates for the AI? I've found the vest1 and vest2 files, but both state commonness value="25.0" A weapon's commonness value is always under 1.0, so I'm confused as to wether I'm supposed to increase or decrease this number to increase the spawnrate. Changing it to 200.0 or 1.0 doesn't SEEM to have any effect... (vest1 is for player characters I think, since it's identical to vest2 except with a speed modifier) |
Author: | ComJak [ Mon Jul 08, 2013 4:43 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
From 0.88.2 changelog: items: vest type I found in classic, turns a lethal bullet hit into a wounding hit, alters general movement speed by -15% items: vest type II found in invasion, turns a lethal bullet hit or blast into a wounding hit, no speed penalty Also, commonness values, at least for weapons, are relative. If the ak47 and G36 have commonness values of .25 and .5 respectively, then values of 25 and 50 would yield the same result. Not sure what the commonness value of the vest would be in relation to though. ComJak |
Author: | Visionhunter [ Mon Jul 08, 2013 5:06 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
It's on the same list as RP items <carry_item file="whiskey_bottle.carry_item"/> <carry_item file="cigarettes.carry_item"/> <carry_item file="dollars.carry_item"/> <carry_item file="gamingdevice.carry_item"/> <carry_item file="gem.carry_item"/> <carry_item file="painting.carry_item"/> <carry_item file="suitcase.carry_item"/> <carry_item file="horny_magazine.carry_item"/> <carry_item file="comic_book.carry_item"/> <carry_item file="rwr_handbook.carry_item"/> <carry_item file="oscar_statue.carry_item"/> <carry_item file="vest1.carry_item"/> I bumped it to 9999, so this will probably mean that any soldier normally carrying an RP item will now have a vest instead. |
Author: | pasik [ Mon Jul 08, 2013 5:07 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
You can't, commonness is indeed relative to other items in the same "slot". The probability between spawning with an item type or without it is currently hardcoded. Note that un-equippable carry items are not in the same slot as equippable carry items such as vest, slot 0 vs slot 1. |
Author: | Visionhunter [ Mon Jul 08, 2013 6:34 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
So it's basically impossible to mod this then? ![]() |
Author: | pasik [ Mon Jul 08, 2013 6:46 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
Pretty much, unless you change the right bits in rwr_game.exe and manage to change the 0.04 value used for this. |
Author: | Visionhunter [ Mon Jul 08, 2013 6:55 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
Would it be possible to make this moddable for 0.90...? |
Author: | pasik [ Mon Jul 08, 2013 7:30 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
Sorry, no, we need to close 0.90 to get it released, it's been a month since 0.89. The possibility to control probabilities to spawn with carry items, weapons (a similar hardcode is in logic to spawn with no secondary weapon), grenades etc will be added when item commonness and availability in stock per faction is added. |
Author: | Visionhunter [ Sun Nov 03, 2013 4:58 pm ] |
Post subject: | Re: Increase vest spawn rate for AI? |
For 0.93 then perhaps? ![]() |
Author: | pasik [ Mon Nov 04, 2013 11:18 am ] |
Post subject: | Re: Increase vest spawn rate for AI? |
Yup, it's in 0.93. |
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