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Populating Maps [message #20816] Tue, 26 June 2007 09:13 Go to next message
Allecto
Messages: 4
Registered: June 2007
I'm hoping of refilling places in albion with new enemies and traders(like gibbet woods, windmill hill,northern foothills,etc.), but im not sure how to do it exactly. For making creatures appear on the map, I know I'll go with the creature generator, but what about traders and guards? I dont believe they have creature families, so i think they will have to spawned by the creature spawner, but im not so sure. Also, if I'm going to repopulate empty areas, like greatwood gorge, will i need to create new generators and spawners?

Btw, what is this and does it have to do with creatures appearing on maps?:

XXXSectionStart V_RandomPopulationSim;

NewThing Village;
Player 4;
UID 18446741874686296437;
DefinitionType "VILLAGE_WANDERING_POPULATION_GOOD_DARKWOOD";
ScriptName PopulationVillageGood;
ScriptData "NULL";
ThingGamePersistent TRUE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 45.004883;
PositionY 11.329834;
PositionZ 36.575539;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCVillage;
HasBeenInitiallyPopulated FALSE;
FramePlayerLastSeenByGuard -1300892;
Limbo FALSE;
IsEnemyBecauseOfCrime FALSE;
EndCTCVillage;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
StartCTCCreatureOpinionOfHero;
InteractedFlag FALSE;
GreetedFlag FALSE;
LastOpinionReactionFrame 0;
NumberOfTimesHit 0.0;
ToleranceToBeingHitOverride -1.0;
FrameToDecayNumberOfTimesHit 2147483647;
ForcedAttitude 18;
HeroOpinionEnemy FALSE;
EndCTCCreatureOpinionOfHero;
Health 1000000.0;
EndThing;

NewThing Village;
Player 4;
UID 18446741874686296438;
DefinitionType "VILLAGE_WANDERING_POPULATION_EVIL_DARKWOOD";
ScriptName PopulationVillageEvil;
ScriptData "NULL";
ThingGamePersistent TRUE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 44.813721;
PositionY 9.682617;
PositionZ 36.514378;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCVillage;
HasBeenInitiallyPopulated FALSE;
FramePlayerLastSeenByGuard -1300892;
Limbo FALSE;
IsEnemyBecauseOfCrime FALSE;
EndCTCVillage;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
StartCTCCreatureOpinionOfHero;
InteractedFlag FALSE;
GreetedFlag FALSE;
LastOpinionReactionFrame 0;
NumberOfTimesHit 0.0;
ToleranceToBeingHitOverride -1.0;
FrameToDecayNumberOfTimesHit 2147483647;
ForcedAttitude 18;
HeroOpinionEnemy FALSE;
EndCTCCreatureOpinionOfHero;
Health 1000000.0;
EndThing;

NewThing Marker;
Player -1;
UID 18446741874686296436;
DefinitionType "MARKER_BASIC";
ScriptName RandomPopulationSpawn;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 55.929932;
PositionY 18.245117;
PositionZ 33.643681;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;

NewThing Marker;
Player -1;
UID 18446741874686296435;
DefinitionType "MARKER_BASIC";
ScriptName RandomPopulationSpawn;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 55.674561;
PositionY 5.181885;
PositionZ 35.607689;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;

NewThing Marker;
Player -1;
UID 18446741874686296434;
DefinitionType "MARKER_BASIC";
ScriptName RandomPopulationSpawn;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 39.406982;
PositionY 4.313232;
PositionZ 37.939178;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;

XXXSectionEnd;

Would that be the traders and guards that go around? I got this from the Darkwood_10.tng which i think is darkwood weir. Your ideas?...
Re: Populating Maps [message #20829 is a reply to message #20816] Tue, 26 June 2007 15:28 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
I'm not sure how, but in theory you could make a new creature family that includes merchants, and an other of guards. Also, you could study other maps (like say Greatwood Cullis gate) to find what makes merchants and guards appear. I recommend you do the second one before the first one, as I don't think that merchants will be traveling from one gate to an other.

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Re: Populating Maps [message #20856 is a reply to message #20816] Tue, 26 June 2007 21:06 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
The random population sim is just wandering traders for the most part. Can't remember if it's controlled via the game.bin->VILLAGE or the scripts.bin


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Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Populating Maps [message #20952 is a reply to message #20816] Thu, 28 June 2007 13:06 Go to previous message
Allecto
Messages: 4
Registered: June 2007
Thanks for the advice! But there's one thing: if I'm trying to fill up Ancient Cullis Gate i'm not sure how to do so exactly. It has its creature generators and all as well as the wandering traders i believe, but due to the quest that happens there( kill undead to activate gate to get to Hook Coast) the place becomes dead and empty after that. I dont think adding another creature generator or anything like that would work. Is it possible to fix that?
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