Alundaio wrote:Why you delete your post Bangalore?
I'm seeking a proper surge hide scheme, which makes npc squads immediately run to the nearest surge cover? Currently, the squads which targeted a distant smart terrain (1-2 maps away), die on the run, because it's too far, and they don't choose to run to the nearest cover.
Another problem, that somewhow i should restrict alife (mutants, enemies) from using certain graph points in offline - i have problems in Bar map, as enemies/mutants become online near traders/repairers, and this ruin some things. I have no problems to disable them the Bar's smart terrains as a target, but they usually travel across Bar map, and if they become online, shit happens. Is it possible to solve this with scripts? sim_squad_actions.script, with modifying sim_squad_scripted:set_location_types or with a new graph point mask type?
Alundaio wrote:Not that I know of. You can prohibit monster squads from traveling to the level, though. Are you using my updated simulation_objects.script? The one where you can specify enter_levels and exit_levels? You can easily use condition lists to prevent monsters from entering the map:
Alundaio wrote:Yeah, Stalkers tend to fill the first available job they can find, regardless of distance. You can add in a distance check in the gulag_general.script for the surge job precondition. But it's possible that stalkers will die if there aren't enough nearby surge cover.
Alundaio wrote:Where are they traveling? If you prevent them from taking jobs outside of the map and only limit their smarts I don't see how they would ever travel to places they aren't allowed.
Alundaio wrote:I was thinking. It wouldn't be too hard to add in NPC trading in bases. It can just be a job at the smart terrain with a precondition that checks if the NPC wants to trade. Determining if an NPC has equipment to sell can be set up as some sort of threshold. Would also need a sort of keep items list so NPCs don't sell stuff they need, like their weapons and food.
In reverse, would it be possible to make NPCs go to traders and sell their stuff, so it raises NPC money, and actor can sell additional stuff to NPC? This, with artifact collector smartie jobs+artifact looting could make a nice competition with the actor.
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