scm1893 Posted May 2, 2020 Share Posted May 2, 2020 I'm creating a scenario called Project Firebird. (PF) I'm only a 'cut & paste' artist, so I need help. I'm trying to stay with only XML changes. A synopsis of the scenario: PF - It's been some time since the apocalypse played out. Survivors have amassed and grown in strength. However crude, civilization has returned and needs to expand. They are sending scout/engineers (the team) into Zombie Occupied Territory (ZOT) to secure areas and build housing so people may return to the cities. However, the force responsible for the outbreak (anti-hero) is still at work, mutating zombies to launch an offensive against the efforts of the team. The team has to clear an area, establish a base and build a housing complex. Relevant quests will be available, the last will target the anti-hero and serve as an end game action. These are things I'm trying to do. I'd sure appreciate any wisdom as to whether the idea is possible/practical. #1 - I'm trying to have specific creatures spawn at cemeteries, when players arrive. I tried this, but it didn't work. <!-- spawning creatures @ POIs --> <!-- This already exists in rwgmixer.xml --> <prefab_rule name="oldResidential_Cemetary-Churches"> <prefab name="cemetery_01" prob="0.5" /> <prefab name="cemetery_02" prob="0.5" /> <prefab name="church_graveyard1" /> <!-- I added this to spawning.xml --> <entityspawner name="oldResidential_Cemetary-Churches"> <day value="*"> <property name="ResetToday" value="false" /> <property name="EntityGroupName" value="CemeteryGroup" /> <property name="Time" value="Any" /> <property name="DelayBetweenSpawns" value="0" /> <!-- in seconds --> <property name="TotalAlive" value="5" /> <property name="TotalPerWave" value="5" /> <property name="DaysToRespawnIfPlayerLeft" value="5" /> <!-- in game days --> <property name="AttackPlayerAtOnce" value="false" /> <property name="Territorial" value="false" /> <property name="TerritorialRange" value="60" /> </day> </entityspawner> <!-- I added this to entitygroups.xml --> <entitygroup name="CemeteryGroup"> <entity name="fantasyBloodFlySwarm_X" prob="0.6"/> <!-- Fantasy Creature Collection --> <entity name="zombieBanshee" prob="0.25"/> <!-- Snufkin --> <entity name="ZombieUndertaker" prob="0.25"/> <!-- Snufkin --> <entity name="sanZombieReaper" prob="0.25"/> <!-- Bad Company --> </entitygroup> <!-- I think It's missing a formal connection between rwgmixer and spawning. There's something btwn dogs and barns that works, but no visible connection btwn rwgmixer and spawning. Must be hard coded somewhere. --> Do I have to make or mod prefabs? Is an <entityspawner..> a device like a sleeper block? #2 - Is it possible to create a "clear POI" quest with a specific entity target? Does the 'quest trigger' replace the existing POI with a custom twin? I want to use the initial trader as a contact point for the team. I want to add some quests that follow our storyline. As sort of an end game event, I'd like to do a "Clear POI" quest, in which the anti-hero is the target. Setting the target at/near the top of Higassi Pharma is my intention. #3 - I can't find any effective XML fix to stop sleepers from respawning. I've read that raising the timer doesn't work. I think we can use multiple LCBs as a backup. #4 - I can't find a current list of particle effects. Is there a way to reduce the intensity of a particle effect? I want to add the shock effect to an entity's appearance. But it's more electrical energy than I want. #5 - I know zombies can be made to attack animals. Can they be made to attack crops? Isn't one of their actions "attack area" or something like that? #6 - Can I make changes in-game and place items, then reset clock to Day 1 without problems? Thank you in advance. Link to comment Share on other sites More sharing options...
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