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Increased Suspect/Civilians Count
- Slippery Jim
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3 years 11 months ago - 3 years 11 months ago #1522
by Slippery Jim
I was waiting for you to post about it, lol. Again not a mind reader
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
Copy-Cat wrote: I'm about to get back on the 3d character models for the swat officers, and have a huge post that I want to run by you before I post it.
I was waiting for you to post about it, lol. Again not a mind reader
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- DarkSynopsis
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3 years 11 months ago - 3 years 11 months ago #1542
by DarkSynopsis
Replied by DarkSynopsis on topic Increased Suspect/Civilians Count
Just coming back to this on the Scenario Editor front, I've got a script going that will make a scenario based on the suspect count I put in and throw them in random cells with random weapons/attributes, not looked into doing civilians yet and I wouldn't be surprised if issues arise since seems the game likes the files to be spaced a certain way, nightmare.
Now the real point of my post, is there a quick way to get a list of all the SWAT Spawn Cells in the default maps? or is going to be a matter of finding them all manually? want to make sure I can exclude them from being spawned in by suspects.
Now the real point of my post, is there a quick way to get a list of all the SWAT Spawn Cells in the default maps? or is going to be a matter of finding them all manually? want to make sure I can exclude them from being spawned in by suspects.
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3 years 11 months ago - 3 years 11 months ago #1543
by Slippery Jim
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
I imagine it is in the default scenario editor. Never really mess with it so don't have the answer. I remember seeing a .dat file or two in that folder.
As you know the game is split into default maps that shipped with the game and downloadable missions that were released after the fact. Not sure how many of them were included with the default scenario editor. Sorry I am not much use!
Let me know if you need me to update my scenario cell exporter tool. I forgot to tell it to ignore skybox only cells!
As you know the game is split into default maps that shipped with the game and downloadable missions that were released after the fact. Not sure how many of them were included with the default scenario editor. Sorry I am not much use!
Let me know if you need me to update my scenario cell exporter tool. I forgot to tell it to ignore skybox only cells!
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- DarkSynopsis
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3 years 11 months ago #1550
by DarkSynopsis
Replied by DarkSynopsis on topic Increased Suspect/Civilians Count
The Scenario Editor doesn't seem to define the default entrypoints that the game uses for the Missions, when creating a new scenario it just defaults to using the first cell in the list for SWT/TERR_Start.
Just working with the default maps included with the game atm, the missions added later do seem to be included in the form of cellgroups though.
As for the exporter tool, will worry about if get to the point of including custom maps.
Just working with the default maps included with the game atm, the missions added later do seem to be included in the form of cellgroups though.
As for the exporter tool, will worry about if get to the point of including custom maps.
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- Slippery Jim
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3 years 11 months ago #1556
by Slippery Jim
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
Ah I misunderstood what you were looking for. You wanted the Swat spawn points.
Gonna have to crack open the SCN tool to view the entities.
Gonna have to crack open the SCN tool to view the entities.
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3 years 11 months ago - 3 years 11 months ago #1605
by Slippery Jim
Replied by Slippery Jim on topic Increased Suspect/Civilians Count
After a bit of investigation I have come to the conclusion a few assumptions I had about cell entities were wrong. Perhaps long ago I knew better but I keep forgetting things and relearning them, lol.
Multilevels -> "2" translates as non-occupiable. I always assumed that players could never enter a cell with this setting. This is wrong since the map with the Matrix easter egg has the Matrix rooms set to non-occupiable. You can enter the room but you can't spawn in it.
SkyboxOnly -> "1" with this setting I assumed that a cell set to this wouldn't render geometry and would be skybox only. In mission A at the top of the stairs there is hall2 cell that has this setting (it can be found right across from the bedrooms). It works fine as is.
Final Conclusion: My cell name exporter app for scenario makers was done correctly. The only cells that shouldn't exported are the non-occupiable kind.
Multilevels -> "2" translates as non-occupiable. I always assumed that players could never enter a cell with this setting. This is wrong since the map with the Matrix easter egg has the Matrix rooms set to non-occupiable. You can enter the room but you can't spawn in it.
SkyboxOnly -> "1" with this setting I assumed that a cell set to this wouldn't render geometry and would be skybox only. In mission A at the top of the stairs there is hall2 cell that has this setting (it can be found right across from the bedrooms). It works fine as is.
Final Conclusion: My cell name exporter app for scenario makers was done correctly. The only cells that shouldn't exported are the non-occupiable kind.
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