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Populating Maps [message #20816] Tue, 26 June 2007 09:13 Go to previous 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?...
 
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