Seraphim2150 Posted January 29, 2006 Share Posted January 29, 2006 Can you add more mercs to silent storm sentinals? And if so how? Link to comment Share on other sites More sharing options...
KoMik Posted January 29, 2006 Share Posted January 29, 2006 Can you add more mercs to silent storm sentinals? And if so how? The mercs hiring screen (system) is hard-hard-coded... I think... and it's full anyway. At least you can edit orginal mercs as you wish. Then you don't have to make new speechs (whish are quite complex to add). Via 'story' way: Make a new merc and add him/her to random encounter. Make "1 timer" encounter and a script to it. In the script there can be many ways to add a merc to your squad. Most common ways are after talking or seeing. ((Check out the orginal script/s)) There is a special random encounter script to one orginal random where you can have Shade (the Ninja). Use those script functions/commands for your own encounter. --------------------------------------------------------------------------------------------You can also use 'cheats via console' for a new merc: CreateUnit( nPersID, nPlayerID, szName, szWaypoint, nLevel )UnitAddToParty( szName, 1 ) Example:CreateUnit( 1000001, 0, "badass", "hall_unit1", 1 )UnitAddToParty( GetUnit("badass"), 1 ) ---------------------------------------------------------------------------------------------nPersID = Pers ID-number (if you have created one own it's ID is 1000001)nPlayerID = Player ID (party is number zero)szName = Pers name for scripting (free to set)szWaypoint = In a current map there should be a waypoint where the unit will be stationed(in base there is waypoint "hall_Unit1"... you can use it... for example)nLevel = Unit level (free to set)--------------------------------------------------------------------------------------------- Hmm... I hope I didn't forgotten or written wrong something... But I think I did... Link to comment Share on other sites More sharing options...
Novik Posted January 29, 2006 Share Posted January 29, 2006 CreateUnit( 1000001, 0, "badass", "hall_unit1", 1 )UnitAddToParty( GetUnit("badass"), 1 ) Correct code is: local unit = CreateUnit( 1000001, 0, "badass", "hall_unit1", 1 )UnitAddToParty( unit, 0 ) Second parameter in UnitAddToParty is a player number. It must be zero for human player. Link to comment Share on other sites More sharing options...
Seraphim2150 Posted January 29, 2006 Author Share Posted January 29, 2006 carrying on with my "can you?" thread, can you add an extra uniform like the allied soldier but for the elite terroist. I mean something you can buy from the shop Link to comment Share on other sites More sharing options...
KoMik Posted January 30, 2006 Share Posted January 30, 2006 Well, terrors uniforms are not redressable in the Sentinels. (I don't know are those rd in H&S - I sure hope so ) Anyway... Maybe you should ask from these fellows in da their thread:https://www.strategycore.co.uk/forums/index...?showtopic=4869 Suit you, Sir!!! ------------------------------------------------------------------------local unit = CreateUnit( 1000001, 0, "badass", "hall_unit1", 1 )UnitAddToParty( unit, 0 ) Thanks Novik for the correct stuff. I think this command is needed to make the merc permanent(?).GroupAddUnit( GetParty(), unit )Other wise it will removed from the party after a 'mission'. (???)------------------------------------------------------------------------ Link to comment Share on other sites More sharing options...
Novik Posted January 30, 2006 Share Posted January 30, 2006 Other wise it will removed from the party after a 'mission'No, you don't need to use GroupAddUnit in this case. Unit will be removed from party if you useUnitSetPlayer(unit,0) Link to comment Share on other sites More sharing options...
Seraphim2150 Posted January 30, 2006 Author Share Posted January 30, 2006 full of questions i am..is there a way to make the uniforms redressable? Link to comment Share on other sites More sharing options...
KoMik Posted January 30, 2006 Share Posted January 30, 2006 is there a way to make the uniforms redressable?Yes, I think so. I have tried to do those (items) some time ago but quited after 50-100 crashes. So don't ask from me sorry. Link to comment Share on other sites More sharing options...
Sandfox Posted January 31, 2006 Share Posted January 31, 2006 I've gotten overwritten uniforms to work. Link to comment Share on other sites More sharing options...
Seraphim2150 Posted January 31, 2006 Author Share Posted January 31, 2006 Ok i'm asking these questions as i intennd to make a mod called "change of costume". This will add a load of uniforms taken off the terrorists and certain other npcs @Sandfox: which uniforms? Link to comment Share on other sites More sharing options...
Sandfox Posted February 1, 2006 Share Posted February 1, 2006 I sadly haven't gotten the S3 ones to work, did it for HS. Link to comment Share on other sites More sharing options...
KoMik Posted February 1, 2006 Share Posted February 1, 2006 I opened + checked my uniforms testing database and noted that I managed somehow to create own uniform items for S^3 ... If you are going to make a new uniform you should check out first how the orginals are made and linked to different tables. Then read bellow with discount. If your goal is just to edit orginals ... these 'tips' may help you on the way. ------------------------------------------------------------------Simple unofficial way to create uniform:------------------------------------------------------------------Open RPG Items table, copy-paste (with CTRL) any uniform. In the item's properties window is a model slot. This is the next to chance.---Open Models table, copy-paste any uniform model. NOTE: Copy's geometries should be much as possible same than the item what you are going to create. Models have materials and those are divided up to different parts ( body (main part) / face (head or headgears) / legs / orders ). Different material slots (0,1,2,3) are like layers - to avoid overlapping.---Open Uniforms table, copy-paste (or create own) uniform. Uniforms have different slots and it's models are also like layes. Belt slots are used to place clips/grenades/knifes etc on the character. Most important slot is ModelID. Link this to the model what you just made. Lowest slot, ItemID is also very important. Link it to your created uniform item.---Now back to Items table. Link the new item's model slot to your created model. Now you should have a unofficial uniform item (I mean, it may be 'packed' wrongly but at least it can be redressed). You can add it to store via Tools > Edit Store Items or just place (drag&drop) it to first mission template.------------------------------------------------------------------ HUH? Sounds 'simple', doesn't it? If you just dance around in these tables with more spare time than me ... maybe you find out something what I badly missed. Now I'm going to ski in the forest and maybe I take a bottle of rum inside to my redressable jacket. Link to comment Share on other sites More sharing options...
Seraphim2150 Posted February 1, 2006 Author Share Posted February 1, 2006 When you say uniform do you mean the folded up one or the one which someone is wearing ohh and i can't copy anything even though i am using the hotkeys Link to comment Share on other sites More sharing options...
KoMik Posted February 8, 2006 Share Posted February 8, 2006 Ehjep... I had a little break to "smell of the digital gunpowder" games... I got back to sci-fi stuff. It was in order to me When you say uniform do you mean the folded up one or the one which someone is wearingYep, I meant items. Folded up was the word what I was looking for (packed?). Those use item's geometries and not 'full character models = wearings' geometries. Try to test different uniform-item's geometries for the new uniform-model... U will find something what fits somehow. Btw1, don't add face model to uniform-model's headgear slot or there will be cutted off head upon the folded up clothes .Btw2, if you want to add your uniform straight to character then go to pers table. Put 'wearings' to model-slot and your custom uniform (linked to item) to uniform-slot. ohh and i can't copy anything even though i am using the hotkeysI think you can/may copy (hold CTRL and drag&drop) almost everything else but not those which needs exporting progress (geometries/heads/dialogs...). All slots (character's inventory for example) will not be copied but you can set back most manually. Use orginals as exemplars. Link to comment Share on other sites More sharing options...
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