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Increased Suspect/Civilians Count

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1 year 3 months ago - 1 year 3 months ago #1456 by DarkSynopsis
Increased Suspect/Civilians Count was created by DarkSynopsis
Was just thinking, with all the other hacks we are able to do with processing power not really being a limitation I don't see why when we hit up the "Random Objective" and set Suspects/Civilians we need to be limited to 30 any more, sure some maps 30 is already silly but could be nice to have a higher count on others.

I had a quick look through .DAT files and didn't find anything so I assume changing this would be a hex edit to the EXE, since I'm useless with finding where that would be I just fired up Cheat Engine and locked the Suspect value, had around 175 in at one point but some times it threw up the error "SkinDataTable: entry swt not found" I assume this might be due to a Suspect trying to spawn where I was? since there was the odd occasion I could load in and a suspect was where a friendly officer would normally spawn.

Just an idea, would need some actual testing and even 175 is a silly number, I'd suggest something like 99 at max and at the end of the day it all comes down to what the host wants to set anyway.

Did all my number testing on MissionA, 30 was already packed...
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1 year 3 months ago - 1 year 3 months ago #1459 by Slippery Jim
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
This is something that falls right up Copy-Cat's area of expertise.

A great suggestion for improvement of the game.

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1 year 3 months ago - 1 year 3 months ago #1464 by Copy-Cat
Replied by Copy-Cat on topic Increased Suspect/Civilians Count
Lets gather some information about this topic.
How many char_starts are in MissionA?
How many swt_starts?

Try again but without mods, excluding LR of course, any change in errors?
Try a known map with at least 6 characters in it, to increase the random char_starts a map could possibly have.

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1 year 3 months ago - 1 year 3 months ago #1466 by Slippery Jim
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
Na, we are talking about Random Objectives that you would change when you are say doing a Killhouse style mission (aka 30 tango mission). 30 is the number you should be searching for.

The game allows you to put a max of 30 suspects and tangos combined total in the Random Objectives. You can put 30 tangos and 0 civs for instance.

I assume this is hard coded into the game executable. I can't remember if I have ever searched for it in the .DAT files.

Update: Just did a quick search using an search app. Couldn't find anything. You can tell it is probably hard coded just by the way the game automatically adjusts the other number to keep it at a max of 30.

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1 year 3 months ago - 1 year 3 months ago #1467 by Copy-Cat
Replied by Copy-Cat on topic Increased Suspect/Civilians Count
I understand what we are trying to do.. :)

I still want to know.....
How many char_starts are in MissionA?
How many swt_starts?

Try again but without mods, excluding LR of course, any change in errors?
Try a known map with at least 6 characters in it, to increase the random char_starts a map could possibly have in it.

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1 year 3 months ago - 1 year 3 months ago #1468 by Slippery Jim
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
I don't want to mow your grass but I think you are making it much more difficult than it needs to be.

DarkSynopsis, from my understanding, already partially found the location with the cheat engine. We will never need 175 in a random objective mission. All I am looking to do is maybe bump it to 45 or 60.

Wouldn't you just search with the cheat engine for the current values you have, modify the value, search again, etc?

Update: if you still want to know those values you can always run the entity exporter app that I made to export the data from missionA.scn file, or Furrycat's SCN editor, or possibly with the Swat 3 mission web browser on this website you can count them.

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1 year 3 months ago - 1 year 3 months ago #1470 by DarkSynopsis
Replied by DarkSynopsis on topic Increased Suspect/Civilians Count

How many char_starts are in MissionA?
How many swt_starts?


MissionA char_starts = 30
MissionA swt_starts = 5

Guessing once you bust past the 30 limit on suspects/civs its just using the same spawn points and pushing characters aside to get more in till it eventually can't, so while going above 30 on MissionA makes no sense I had a quick look at MissionX and it has 77 char_starts.

I was going to create a list for how many char_starts each map has but some have crazy high numbers, like MissionF (LAX Tower) seems to have 525 O.o looking at it with the web map viewer most spots seem to have 4-5 char_starts stacked on each other? never really did SWAT mapping so I don't know why this would be.

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1 year 3 months ago - 1 year 3 months ago #1471 by Slippery Jim
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
Why assume that the game uses the char start points at all when you do random objectives?

It could be coded to randomly spawn people in locations as per the cell divisions. I imagine those start points aren't relevant when you choose Random Objectives?

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