Post by jusefd on Nov 3, 2009 0:52:13 GMT
yow guys, could you help me please...
npc's and missions still are a scrub... but i'm confindent that the problem lies with unspawnable NPC's in bar... here is mbases.ini code for 1 of tha bases...
so normaly... this script should work... but it doesnt... at any base, exept vanilla bases.
vignette zones are correct and stuff like that, here is were it becomes complicated... on the prevous version of our mod the missions worked, i did what ya said and they worked (exept npc's in bar)
when i started to work on the new version i did exacly the same thing. then missions only worked given by the bartender, no board and stuff. then i started to edit the rest of the systems and put missions at it without changing the working system, and i reactivate the mod and the missions are completely down again :s thats very strange.
but why do NPC's dont spawn? this is what i dont understand.
if you want the system code, just ask me,
giggles
Jusefd
npc's and missions still are a scrub... but i'm confindent that the problem lies with unspawnable NPC's in bar... here is mbases.ini code for 1 of tha bases...
[MBase]
nickname = SG30_01_Base
local_faction = fc_lr_grp
diff = 7
msg_id_prefix = gcs_refer_base_SG30_01_Base
[MVendor]
num_offers = 8, 12
[BaseFaction]
faction = fc_lr_grp
weight = 50
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 100
npc = npc1
npc = npc2
npc = npc3
[GF_NPC]
nickname = SG3001_fix_bartender
body = ku_bartender_body
head = ge_male2_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244812
affiliation = fc_lr_grp
voice = rvp126
bribe = ku_p_grp, 10000, 16101
bribe = co_be_grp, 10000, 16100
bribe = co_nws_grp, 10000, 16100
bribe = co_kt_grp, 10000, 16100
bribe = co_os_grp, 10000, 16100
bribe = co_shi_grp, 10000, 16100
bribe = co_ss_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 132889
rumor = base_0_rank, mission_end, 2, 132890
rumor = base_0_rank, mission_end, 1, 132892
rumor = base_0_rank, mission_end, 2, 132893
rumor = base_0_rank, mission_end, 2, 132896
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
[GF_NPC]
nickname = SG3001_fix_ship
body = ku_commtrader_body
head = ku_bartender_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244813
affiliation = fc_lr_grp
voice = rvp126
[GF_NPC]
nickname = SG3001_fix_trader
body = ku_commtrader_body
head = ku_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244814
affiliation = fc_lr_grp
voice = rvp111
[GF_NPC]
nickname = SG3001_fix_weaponsdealer
body = ku_commtrader_body
head = pl_male5_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244815
affiliation = fc_lr_grp
voice = rvp111
GF_NPC]
nickname = npc1
body = li_female_elite_body
head = pl_female1_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220007
affiliation = li_n_grp
voice = rvp511
misn = DestroyMission, 0.000000, 0.112387
room = bar
GF_NPC]
nickname = npc2
body = li_female_elite_body
head = pl_female1_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220007
affiliation = li_n_grp
voice = rvp511
misn = DestroyMission, 0.000000, 0.112387
room = bar
GF_NPC]
nickname = npc3
body = li_female_elite_body
head = pl_female1_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220007
affiliation = li_n_grp
voice = rvp511
misn = DestroyMission, 0.000000, 0.112387
room = bar
[MRoom]
nickname = bar
character_density = 7
fixture = SG3001_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender
[MRoom]
nickname = trader
character_density = 2
fixture = SG3001_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
[MRoom]
nickname = ShipDealer
character_density = 2
fixture = SG3001_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
[MRoom]
nickname = Equipment
character_density = 2
fixture = SG3001_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
so normaly... this script should work... but it doesnt... at any base, exept vanilla bases.
vignette zones are correct and stuff like that, here is were it becomes complicated... on the prevous version of our mod the missions worked, i did what ya said and they worked (exept npc's in bar)
when i started to work on the new version i did exacly the same thing. then missions only worked given by the bartender, no board and stuff. then i started to edit the rest of the systems and put missions at it without changing the working system, and i reactivate the mod and the missions are completely down again :s thats very strange.
but why do NPC's dont spawn? this is what i dont understand.
if you want the system code, just ask me,
giggles
Jusefd