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Originally Posted by Ninja2dan
As for the weapon data, that was actually part of my concern. The ranges used in the game are not extended enough to make full use of the larger-caliber weapon systems such as the Barret. I'd have to find a large open area to do the ballistics testing to try and get everything matched up properly, and I'd need some instructions on how to actually create a "copy" installation that will allow easy and rapid access to the testing location. Something to think about in the future, but I think I'll look at the other areas first.
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I've made this clever little character called a map guide, when talking to him he'll transport me to any map I like. I could easily add a few enemies on any map to easy your testing. It would be a matter of starting a new game, talk to himand he'll get you directly to the action. In combination with the shop cheat this would make it all too easy
Once I've found a suitable file host, and some spare bandwidth, I'll upload the Reloaded maps, fix the guide map encounters and send you the link. Just let me know when your computer is up and running.
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Originally Posted by Ninja2dan
I'm curious, how "easy" is it to actually create new missions/quests? How well do they tie together, such as having multiple-outcome scenarios that string along like a tree? Is it basically just creating a storyboard, writing out each mission, and then creating some sort of script that ties them together?
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Sure, if you have a little knowledge of programming C/C++ it isn't very difficult. I had most problems with the Object relations, but once I figured out how that worked it all became very easy. I just check the vanilla missions to see what functions are available and the copy them to fit my story. But I had a lot of help from Deadhead when I first started, and I really tested his patience I think
Quote:
Originally Posted by Ninja2dan
Is there a limit to the number of overall missions used in the mod? Are there any other limitations or complex problems that interfere with creating new missions? Things such as max enemy/civilian characters per mission/map. I know there isn't a map editor, but is there any way to add objects to a map, such as a backpack that must be located and picked up? Or can this only be done by looting from bodies
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There isn't any limit to how many missions the game can handle, at least not that I know of. And having a lot of civies or enemies on one map just causes a lot of lagging, so I've never tested to see if there was an upper limit there either.
Adding items to a map is simple, I think the function is "call AddSectorItem" nnd then you specify which map, map place and item. Easy piecy

The exact syntax can be found in one of the random missions, nr 7 if memory serves.
I'd be more than willing to help you get started on scripting, I know from experience that it's much easier when you have someone to rely on for tricky things.
I also have some good news, I just got the source code for the outsourced mod and am looking at it right now. It appears that externalizing stuff to inis is much easier than I thought and I'm going to incorporate it into the BSM source to make them compatible again. What a sweet thing. A million thanks to guineapig for his generosity.
EDIT: I forgot about the materials and penetration. There's a file in the ini folder(AZP archive) called PHYSMATERIALS where you can alter the material properties. In the AMMOINFO file there are several entries used to calculate the bullet properties, such as penetration, tumbling, probability of shattering on impact and several others.