Addictgamer Posted April 11, 2011 Share Posted April 11, 2011 How do I make raiders in my custom level start with skills? Like, I want the guy over in that hidden cavern to have geo skill, dynamite, skill, drive skill. I want the other guy to have engineer skill. Etc. Link to comment Share on other sites More sharing options...
Lair Posted April 11, 2011 Share Posted April 11, 2011 You might put Level 2 but that's for upgrades. And probably isn't valid. Link to comment Share on other sites More sharing options...
McJobless Posted April 11, 2011 Share Posted April 11, 2011 I tried to get the bastards to start with skills, but I couldn't figure it out...I used codes like "IsEngineer TRUE", "TrainedAs Driver" etc... Link to comment Share on other sites More sharing options...
PWNZOR Posted April 12, 2011 Share Posted April 12, 2011 Well, a minifigure of the Driver class is automatically given the Driver skill, but it is currently unknown how this works. Not to mention it doesn't happen with any other minifigure. Link to comment Share on other sites More sharing options...
Cirevam Posted April 12, 2011 Share Posted April 12, 2011 Well, a minifigure of the Driver class is automatically given the Driver skill Are you sure? I've had plenty of Driver-class minifigs that start with no skills. The method that has always worked for me is to have them pilot a vehicle through the OL. This means you start with a vehicle, but the Hover Scout is useless so you basically start with one free crystal. Link to comment Share on other sites More sharing options...
PWNZOR Posted April 12, 2011 Share Posted April 12, 2011 Well, a minifigure of the Driver class is automatically given the Driver skill Are you sure? I've had plenty of Driver-class minifigs that start with no skills. The method that has always worked for me is to have them pilot a vehicle through the OL. This means you start with a vehicle, but the Hover Scout is useless so you basically start with one free crystal. Well, that's according the multi-minifig class mod topic. Link to comment Share on other sites More sharing options...
s0d3rb3rg Posted June 23, 2011 Share Posted June 23, 2011 No wait, screw this. It doesn't work. They can't move. You can make them start as Pilots. Just open a levels OL (must have a Rock Raider in it) and find Object# { type Pilot xPos X yPos X heading X } Then add driving Object(Same object number as the Raider) To the bottom of it. I'm trying to figure out how to make them start as Drivers, Sailors, Engineers and Geologists too. Link to comment Share on other sites More sharing options...
McJobless Posted June 23, 2011 Share Posted June 23, 2011 Well. That sucks. Stupid broken dirty hax. Link to comment Share on other sites More sharing options...
Oboe Shoes Posted June 23, 2011 Share Posted June 23, 2011 Run the Gauntlet spawns a new raider with only the sailor skill driving the Cargo Carrier everytime you play the map, so idk if you could get something from there. Link to comment Share on other sites More sharing options...
McJobless Posted June 23, 2011 Share Posted June 23, 2011 Run the Gauntlet spawns a new raider with only the sailor skill driving the Cargo Carrier everytime you play the map, so idk if you could get something from there. Basically, that confirms (more or less) that the game generates a Raider with a specific skills for the vehicle they are set to drive. Exploitation of that would be pretty much impossible, since we don't want them to be in the vehicle at the start, and it seems to be randomised. Link to comment Share on other sites More sharing options...
Cirevam Posted June 23, 2011 Share Posted June 23, 2011 Raiders that start driving a vehicle always have the skill required to drive it. Some people have said that a minifig defined as Driver always starts with the driver skill, but my Drivers never start with that skill, so I don't know if it works for sure. I just thought of something silly. What if we made some vehicles with rapid health decay on them? We could make raiders drive these, then when the level starts the vehicles are almost instantly destroyed, leaving whatever materials behind along with a skilled raider. Link to comment Share on other sites More sharing options...
s0d3rb3rg Posted June 23, 2011 Share Posted June 23, 2011 I just thought of something silly. What if we made some vehicles with rapid health decay on them? We could make raiders drive these, then when the level starts the vehicles are almost instantly destroyed, leaving whatever materials behind along with a skilled raider. Could work. We should try that. Link to comment Share on other sites More sharing options...
Addictgamer Posted June 23, 2011 Author Share Posted June 23, 2011 I just thought of something silly. What if we made some vehicles with rapid health decay on them? We could make raiders drive these, then when the level starts the vehicles are almost instantly destroyed, leaving whatever materials behind along with a skilled raider. And if we don't want materials left behind, we can make copies of one random vehicles of each type and set their costs to 0. Link to comment Share on other sites More sharing options...
Lair Posted June 23, 2011 Share Posted June 23, 2011 I just thought of something silly. What if we made some vehicles with rapid health decay on them? We could make raiders drive these, then when the level starts the vehicles are almost instantly destroyed, leaving whatever materials behind along with a skilled raider. Could work. We should try that. But it won't let us have geologists or engineers or explosives experts. Also the teleporting animation when the vehicle explodes. Link to comment Share on other sites More sharing options...
Addictgamer Posted June 23, 2011 Author Share Posted June 23, 2011 But it won't let us have geologists or engineers or explosives experts. Also the teleporting animation when the vehicle explodes. Simple. Make the teleport animation one frame long in which nothing happens. Link to comment Share on other sites More sharing options...
Cirevam Posted June 23, 2011 Share Posted June 23, 2011 The teleporting animation is shared between all units. If we edited it, nothing would have the teleporting effects. Are we sure there isn't an OL line like: skill pilot skill driver skill engineer because that would eliminate this problem entirely. For now, it might be worth it to at least mount a Geologist-class or Engineer-class raider to itself to see if it can start with those skills. If that much happens, then we know that something else is going on behind the scenes. Link to comment Share on other sites More sharing options...
s0d3rb3rg Posted June 23, 2011 Share Posted June 23, 2011 For now, it might be worth it to at least mount a Geologist-class or Engineer-class raider to itself to see if it can start with those skills. If that much happens, then we know that something else is going on behind the scenes. No, that doesn't work. I tried with all classes. Pilot mounted to itself = Pilot Driver mounted to itself = Pilot Engineer mounted to itself = Pilot And so on... Link to comment Share on other sites More sharing options...
TheDoctor Posted June 23, 2011 Share Posted June 23, 2011 Karl might know. We should ask him next time he's around. Link to comment Share on other sites More sharing options...
McJobless Posted June 24, 2011 Share Posted June 24, 2011 I bet $10,000 it was either removed or it never existed. Then again, bigger discoveries have been made... Link to comment Share on other sites More sharing options...
rrcoder Posted August 4, 2011 Share Posted August 4, 2011 It is possible that there may be a nerps command to achieve this, but I don't remember using one... and I wrote most of the nerps commands (they were pretty much added in as required, mostly for the tutorials). Next time I'm at the PC I have LRR installed/unpacked on, I'll take a look. For now, it might be worth it to at least mount a Geologist-class or Engineer-class raider to itself to see if it can start with those skills. If that much happens, then we know that something else is going on behind the scenes. No, that doesn't work. I tried with all classes. Pilot mounted to itself = Pilot Driver mounted to itself = Pilot Engineer mounted to itself = Pilot And so on... Link to comment Share on other sites More sharing options...
CTXXTC Posted August 4, 2011 Share Posted August 4, 2011 KARLS BACK, HAIL TO THE KING! Link to comment Share on other sites More sharing options...
Tracker Posted August 4, 2011 Share Posted August 4, 2011 I think the .h file contains the command definitions, given it is found in the .nrn (or .nrm, I think I have seen both n and lowercase m) as an include file. If so, there may be a way to bypass at least some of the hard coded functions. The question is, is it still used at all? Link to comment Share on other sites More sharing options...
Amauros Posted August 4, 2011 Share Posted August 4, 2011 It is possible that there may be a nerps command to achieve this, but I don't remember using one... and I wrote most of the nerps commands (they were pretty much added in as required, mostly for the tutorials). From what I can tell... I don't think there's an existing term.... but is there a way to expand the nerps definitions such that we could create new commands like that? Link to comment Share on other sites More sharing options...
Recommended Posts