Alundaio wrote:Yes, create the Unique NPC, but instead of giving him an exclusive job, don't. Also don't set 'target_smart' in squad description.
Just spawn him at a terrain and he will eventually go wherever. Don't give him a story_id if you want him to show up in top100.
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rating_names = st_rank_novice, 999, st_rank_trainee, 2999, st_rank_experienced, 5999, st_rank_professional, 9999, st_rank_veteran, 14999, st_rank_expert, 20999, st_rank_master, 27999, st_rank_legend
Alundaio wrote:You can use demo_record to fly anywhere you want and press 'enter' to teleport to the camera position.
Alundaio wrote:stand where you want him to look, then print out the position and use it for look:x,y,z
pt1 = 88860000,guard | pos:x,y,z look:x,y,z
Alundaio wrote:I don't know if that is a formating mistake here but look needs to be on the exact same line as the point, not a new line
morris wrote:Well, attempted to create an elite simulation squad for Monolith as a test if I can implement more for everyone else, but... I'm getting errors all the time.
Here's the piece of code from character_desc_general.ltxCode: Select all
<!-- monolith -->
<specific_character id="sim_default_monolith_elite_1" team_default = "1">
<name>GENERATE_NAME_stalker</name>
[...]
<class>sim_monolith_elite</class>
[...]
</specific_character>
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<character id="sim_default_monolith_elite_1">
<class>sim_monolith_elite</class>
</character>
If you don't want any randomness involved, set the "class"-field in "character_desc_general.xml" to be the same as the ID of the "specific_character".also 3 more, with ID's sim_default_monolith_elite_2/3/4 respectively.
Class here should be the same as class in character_desc_general.xml. Just to be clear. The ID is what you use in all the .ltx-files.<character id="sim_default_monolith_elite_1">
<class>sim_default_monolith_elite_1</class>
</character>
The list in npc_random I think refer to IDs inside npc_profile.xml. If it looks like this, you can set the "class" fields of every character in character_desc_general.xml to "sim_monolith_elite", make an entry in npc_profile.xml looking like this:Code: Select all
[sim_monolith_elite_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_elite_1, sim_default_monolith_elite_2, sim_default_monolith_elite_3, sim_default_monolith_elite_4
npc_in_squad = 5
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<character id="sim_monolith_elite">
<class>sim_monolith_elite</class>
</character>
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[sim_monolith_elite_squad]:online_offline_group
faction = monolith
npc_random = sim_monolith_elite
npc_in_squad = 5
Not sure how this works, but character_profile probably refers to a npc_profile.xml-entry. Leave it the way it is and it'll probably work the way you want. The same probably goes for the simulation_objects_props-entry.Code: Select all
[sim_monolith_elite]:stalker
$spawn = "respawn\sim_monolith_elite"
character_profile = sim_monolith_elite
spec_rank = master
community = monolith
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