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Post by mikeweeks2346 on Oct 31, 2015 7:11:38 GMT
Simply a general question; did anyone come across within the available coding how retaliatory raids are handled for outposts?
I know they can be ignored, which I do. Also that they stop once the regional fortress is taken.
I'm interested in other aspects of the raids; i.e., how triggered and how often, for example.
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Post by JRavens on Oct 31, 2015 12:23:22 GMT
These are handled by lua scripts. The actual retaliation attacks are found with each outpost in \fcc_main_unpack\domino\user\fcc\fcc_outposts\ Each outpost has it's own specific scripts in individual folders for example: \fcc_main_unpack\domino\user\fcc\fcc_outposts\ d3\d3_retaliationparty_01.d3_retaliationparty_01_main.lua D3: There's an imaginary grid over the island... err Kyrat I mean (they used this same method in FC3) with rows A through H down the side and columns 1 to 8 across the top (possibly 0 - 9 although 0 and 9 aren't referenced). Any outpost or POI that falls in a certain grid space i.e. D3 or F5 is given that moniker. I confess that I never got far enough into the scripting to need to figure out what locations were in what grid sections. I started to mock up a map for FC3 in photoshop with a grid to try and puzzle out the locals, but I never finished and never even start on FC4. The reason I had no need was nearly every change made by the mods is intended to effect the entire game world rather than specific locations AND more importantly I couldn't crack the lua scripting. I was able to make the open world mod work by modifying a single line of lua, but almost every other attempt to make changes failed. Thought I had it cracked, but nope Ubi pulled the rug back out from under me :/ Not to mention the scripting itself is quite... peculiar in the way it is written. Maybe if I knew LUA or was an actual programmer it would be easier to work with. In any case you can find some human readable LUA scripts in those directory marked with the name "debug" on the end for example: d3_retaliationparty_01.d3_retaliationparty_01_b10. debug.lua The other lua files are compressed. I found a few tools which would decompress them, but ultimately I and PJ decided the game was looking for them to be changed and then re-compressed in a specific manner which we did not know how to do. So that's a really long winded way of saying - "it's most likely not something we can modify"
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Post by mikeweeks2346 on Oct 31, 2015 20:34:10 GMT
Thanks Jeff. I was thinking, after posting, that if the subject was handled via those LUA files, then most likely any specifics hadn't been encountered, or at least wouldn't have been a priority.
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Post by predaaator on Nov 1, 2015 19:25:20 GMT
Why didnt you ask before?...
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Post by JRavens on Nov 2, 2015 0:22:29 GMT
LOL of course YOU have it! I imagine you needed this in order to figure out which outpost was which for reinforcements. Thanks for sharing them. No idea when/if I'll ever need them, but someone will be looking for this info too someday (next time I'll be sure to ask!)
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Post by predaaator on Nov 2, 2015 5:29:28 GMT
I hope too you ask soon
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