Lusketrollet wrote:
Quote:
You need to make the soldier group have just one default model, otherwise it'll randomize.
The factions will support multiple soldier groups in 0.95.
I wasn't even aware there was such a thing as "soldier groups"...
Oh right, I didn't name them soldier_group after all.
Anyway, I mean this
Code:
<soldier>
<character filename="default.character" />
<model filename="soldier_c1.xml" />
<model filename="soldier_c1_vest.xml"><requirement class="carry_item" slot="1" key="vest2.carry_item"/></model>
<model filename="soldier_c1_vest.xml"><requirement class="carry_item" slot="1" key="vest2_2"/></model>
<model filename="soldier_c1_vest.xml"><requirement class="carry_item" slot="1" key="vest2_3"/></model>
</soldier>
That is considered a group. If there are multiple model entries with same requirements, then the shown model is randomized between those.
0.95 will allow defining several of these groups with some new stuff like rank ranges and equipment set and probability for a spawned soldier to be in a specific group, basically allowing us to have more low ranking soldiers than high, and have just a few very high ranking bots with better vests, rare weapons, valuables and unique appearance and character parameters.