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Sign up[DONE] Refugee Center w/ NPCs and Factions #8034
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acidia
added some commits
Jun 21, 2014
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I'll make sure to sell 'em all a vibrator and batteries, if that helps. ;-) |
KA101
reviewed
Jun 22, 2014
| return; //Do not generate an npc. | ||
| } | ||
| const point omt = overmapbuffer::sm_to_omt_copy( get_abs_sub().x, get_abs_sub().y ); | ||
| const oter_id &oid = overmap_buffer.ter( omt.x, omt.y, get_abs_sub().z ); |
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KA101
Jun 22, 2014
Contributor
Unused variable alert! Jenkins'll need you to use or get rid of oid there.
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Hehe, I'm sure you've offended someone. I was actually pretty cautions with the profanity for fear of offending. |
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??? |
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Just making light of how sensitive people seem to be on the issue :) |
KA101
reviewed
Jun 22, 2014
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| case TALK_EVAC_MERCHANT_WORLD: | ||
| RESPONSE(_("Hords?")); | ||
| SUCCESS(TALK_EVAC_MERCHANT_HORDS); |
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KA101
reviewed
Jun 22, 2014
| case TALK_EVAC_MERCHANT_PRIME_LOOT: | ||
| return _("Well, there is a party of about a dozen 'scavengers' that found some sort of government facility. They bring us a literal " | ||
| "truck load of jumpsuits, m4's, and canned food every week or so. Since some of those guys got family here, we've been " | ||
| "doing alright. As to where it is, I don't have to foggiest of ideas."); |
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KA101
reviewed
Jun 22, 2014
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| case TALK_EVAC_MERCHANT_PLANS2: | ||
| return _("I'm sorry, but the only way we're going to make it is if we keep our gates buttoned fast. The guards in the basement " | ||
| "have orders to shoot on site if you so much as peep your head in the lower levels. I don't know what made the scavangers " |
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KA101
reviewed
Jun 22, 2014
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| case TALK_EVAC_MERCHANT_NEW: | ||
| return _("Before you say anything else, we're full. Few days ago we had an outbreak due to lett'n in too many new refugees." | ||
| " We do despratly need supplies and are willing to trade what we can for it. Pay top dollar for jerkey if you have any."); |
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OK. Shopkeep only had a gideon bible (several thou in cash though?), and there's a mess of stuff in the entry room's floor. If it helps, I debugported to the southern intersection and walked north into the front room. (And my comment was in response to your request for folks to screw with your NPCs. ;-) ) |
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Jackhammered up through the base and the hostile guard has tried to shoot me through the solid rock. No big deal: AI in VtM:Redemption was known for ignoring walls, too. ;-) |
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Yup, should totally put the text through an actually word processor for spell checking. Oh's well :) |
acidia
added some commits
Jun 22, 2014
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Probably won't affect anything in this example, but you should include a handler for npc rotation in map::rotate |
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Yup, your original comment made it to my e-mail so I just messaged you on the forum. Short answer is that I haven't had any luck getting it to rotate so I haven't bothered to work on it yet. Still trying to figure out what causes it to crash when it tries to rotate. |
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Ooh, @acidia, your work looks really sweet! |
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I've yet to see Acidia work that wasn't worth merging. (That's not a request. ;-) ) |
acidia
added some commits
Jun 30, 2014
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Ok, getting moved to alpha tomorrow if I don't have to stay late with work. I have the three npcs from the forum in and I've been looking at the npc teleportation problems. The issue was simply that the map was loading the npcs before it was loading the map tiles they were standing on... so it would just drop them at the maximum extent of your vision in a random open square, extremely simple. The drawback is that since map tiles are loaded in chunks, your are going to be able to potentially have an npc spawn like one mapx/y in from your vision maximum... which is at most 12 tiles... but that is worse case. It isn't noticeable either way since all the npcs are inside the building and can't be seen nearly that far away. I didn't realize that rotation only worked when YOU teleported in on them instead of walking up... hopefully that is a simply fix. |
acidia
added some commits
Jul 1, 2014
acidia
changed the title
[TEST] Refugee Center w/ NPCs and Factions
[ALPHA] Refugee Center w/ NPCs and Factions
Jul 2, 2014
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Sorry, everything below 'Added Community NPCs' is fighting to pull all the updates to the main branch... they decided to re-format the code and did a few updates to the same files I was working on. |
acidia commentedJun 22, 2014
UPDATE! 7/2
Hey, remember to turn static NPCs on and search for 'Ref' to find if quickly. It may not be in your first overmap since it is set to spawn 75% of the time. Teleport into a different one and try again!
Everything seems to be working as intended for the most part!
Howdy, need some people to screw with the npcs in the evacuation center. Just search 'Evac' after revealing the world map. Don't forget to turn static npcs on before you visit. There are three npcs: a merchant at the window in the south, a guard in the same area, and a hostile guard in the loading bay in the north. Might need to short teleport to get to the loading bay.
Really want to get json support for npcs so I can continue with necropolis and eventually polish the lower level of the hazardous waste sarcophagus.