Pers wierdness

How do I get a pers to only show up in one system? The pers never shows up in the system.

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In the s˙st editor have you set the percentage appearance chance for the përs to 100%? If not, then maybe you're just really unlucky to have never seen it.

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Quote

Originally posted by Jonathan Boyd:
**In the s˙st editor have you set the percentage appearance chance for the përs to 100%? If not, then maybe you're just really unlucky to have never seen it.

**

It is on 100%.

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But the elevator is broken in this building. So I'm gonna have to jump! - (url="http://"http://www.homestarrunner.com")Strong Bad(/url)
(url="http://"http://www.tashian.com/multibabel/")Lost in Translation(/url)

In the Pers resource set the system id of the system that you want them to be in.

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-Unreal Centipede
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Quote

Originally posted by Unreal Centipede:
**In the Pers resource set the system id of the system that you want them to be in.

**

I did that, and in the syst, I put the ID of the pers in the Person 1 section.

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But the elevator is broken in this building. So I'm gonna have to jump! - (url="http://"http://www.homestarrunner.com")Strong Bad(/url)
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The Resid or the IndexID?

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Quote

Originally posted by Unreal Centipede:
**The Resid or the IndexID?

**

ResID

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Quote

Originally posted by froggy:
**How do I get a pers to only show up in one system? The pers never shows up in the system.

**

Assuming your plugin has been constructed correctly, I have have the answer for you: start a new pilot. In past EV games, the pilot file has several hundred bits that determine whether a pers is active or not. The game engine determines whether a pers should be active by looking at the data files and plugins for pers resources, but it only does this when the pilot is first made. So, any pers resource found results in a 1 being set for that pers' bit in the pilot file. As the player goes through the game, if they kill a pers, that pers' bit is set to 0, meaning that pers won't show up again. This means that if you make a pilot, then put a plugin in that provides a new pers, that new pers will never show up unless you make a brand new pilot.

I'm playing with the idea of making a utility that'll allow one to either manually set pers and mission bits on a pilot file, or set the pers bits by selecting a pilot file and then a plugin with pers resources they want to activate. I'm still working on the windows version of the Pilot Converter, though, so it'd be a while before anything like that appears.

I'm not 100% sure, but I think making a new pilot will solve your problems.

-STH

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(This message has been edited by seant (edited 09-08-2003).)

Quote

Originally posted by seant:
**Assuming your plugin has been constructed correctly, I have have the answer for you: start a new pilot. In past EV games, the pilot file has several hundred bits that determine whether a pers is active or not. The game engine determines whether a pers should be active by looking at the data files and plugins for pers resources, but it only does this when the pilot is first made. So, any pers resource found results in a 1 being set for that pers' bit in the pilot file. As the player goes through the game, if they kill a pers, that pers' bit is set to 0, meaning that pers won't show up again. This means that if you make a pilot, then put a plugin in that provides a new pers, that new pers will never show up unless you make a brand new pilot.

I'm playing with the idea of making a utility that'll allow one to either manually set pers and mission bits on a pilot file, or set the pers bits by selecting a pilot file and then a plugin with pers resources they want to activate. I'm still working on the windows version of the Pilot Converter, though, so it'd be a while before anything like that appears.

I'm not 100% sure, but I think making a new pilot will solve your problems.

-STH

**

I'll try it.

Edit: It works! Thanks!
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I'm president of the United States and I refuse to eat broccoli! - George H. W. Bush
But the elevator is broken in this building. So I'm gonna have to jump! - (url="http://"http://www.homestarrunner.com")Strong Bad(/url)
(url="http://"http://www.tashian.com/multibabel/")Lost in Translation(/url)

(This message has been edited by froggy (edited 09-08-2003).)

Goddaaaaamn thats annoying. That is incredibly annoying. It really garrantees that someone who makes a small plugin cant make pers appear. And there is no in-game way at all to reset those bits to 1's? I might even classify this as a bug - it is unreasonable to expect that people would reset thier pilot files in order to use anything except a TC - and TCs as we know, never get released. So, effectively, in normal plugins, the pers resource is not usable. Forget its there, cause they wont show up!
Bah!
A utility to enable pers's on a pilot file would be very useful.
-Az

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Quote

Originally posted by Azratax2:
**Goddaaaaamn thats annoying. That is incredibly annoying. It really garrantees that someone who makes a small plugin cant make pers appear.
**

It's nowhere near as bad as you make out. If it's only a small plug, just create a përs with a ResID not currently used by Nova. There aren't going to be many plugs outside of TCs needing so many përs resources that they have to overwrite Nova ones.

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AAAAah! So that person was using a pers already used by nova?! That makes much much more sense. I was under the impression that if a pers ID wasnt used in the default scenario, the bit would be set to 0, and if a later plug then used that pers id, it wouldnt work. I now understand that this is wrong.
I retract my rant.
-Az

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Quote

Originally posted by Jonathan Boyd:
**It's nowhere near as bad as you make out. If it's only a small plug, just create a përs with a ResID not currently used by Nova. There aren't going to be many plugs outside of TCs needing so many përs resources that they have to overwrite Nova ones.

**

I did use a ResID not used by Nova!

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I'm president of the United States and I refuse to eat broccoli! - George H. W. Bush
But the elevator is broken in this building. So I'm gonna have to jump! - (url="http://"http://www.homestarrunner.com")Strong Bad(/url)
(url="http://"http://www.tashian.com/multibabel/")Lost in Translation(/url)

Doh! Misunderstood what was being said there at first. I'm an idiot. And I vaguely recall having the same problem myself, now that I think about it. Yeah, you do need a new pilot file. The same problem arises if you add new planets with defensive fleets. Nova assumes that the fleet has already been wiped out because the fleet wasn't there when your pilot was created. Two big flaws.

I apologise for my immense stupidity here.

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Quote

Originally posted by Azratax2:
I might even classify this as a bug

I wouldn't. I agree that it is annoying, but it's a logical result of being able to actually kill and remove pers from play. If the data files or a plugin defines a pers and a pilot is made, the bits for those pers are set to 1. If, in the course of the game, those pers die, the bit is set to 0. So, any pers resources not actually used by the data files or plugins when that pilot was made are set to 0. The logical result is, any plugin added later that tries to use those pers resources will be seen as dead (because they are set to 0 by default).

The only solution I can see for this would be to use something than a binary 0/1 flag for pers status. 0 would be unused. 1 would be active. 2 would be dead. The engine would have to be able to scan the data files and plugins for pers resources, compare the ones it finds with pers that are used in the game (1 or 2). If the data says there's a pers, but the pilot file has a 0 for that bit, the engine would then have to set that pers bit in the pilot file to 1.

Make sense?

Data would have to be written to the part of the pilot file that records how each pers feels about the player as well.

In theory, a similar method could be used to provide new planets with defense fleets (where -1 is what the defense count would be for an unused spob). I think this would fall under the "no new features" rule, however.

-STH

(edit) it just occurred to me that the engine could set all the pers bits to 1 by default upon making the pilot. I don't know if the engine would gracefully deal with that situation, however.(/edit)

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Mac<-->PC pilot file Conversions: (url="http://"http://phair.csh.rit.edu/~seant/EV/PilotConvert/")http://phair.csh.rit...V/PilotConvert/(/url)
"Create enigmas, not explanations." -Robert Smithson

(This message has been edited by seant (edited 09-09-2003).)

Alternatively, why not just have the game flag all the dead persons? And keep track of the number of ships destroyed in each defence fleet, rather than the number remaining?

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That would make things a little easier... But say you had a defence fleet composed mainly of carrier vessles and some little fighters... If you had just the muber killed and someone went in and ignored the fighters but killed the carriers and ran away... Next time they went to that system even though the 'carrier' defence fleet was dead and only the fighters remain or the other way around some of the fighters may be replaced by the % of the carriers that were in the origonal fleet to keep the mubers the same. I do not think that keeping nubers would work... You would have to flag all the dead people in EVERY defence fleet as well.
Sheesh... I thought this would be a small post.
Oh well.

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Quote

Originally posted by Pyrobot:
**That would make things a little easier... But say you had a defence fleet composed mainly of carrier vessles and some little fighters... If you had just the muber killed and someone went in and ignored the fighters but killed the carriers and ran away... Next time they went to that system even though the 'carrier' defence fleet was dead and only the fighters remain or the other way around some of the fighters may be replaced by the % of the carriers that were in the origonal fleet to keep the mubers the same. I do not think that keeping nubers would work... You would have to flag all the dead people in EVERY defence fleet as well.
Sheesh... I thought this would be a small post.
Oh well.

**

But at th emoment you get the same effect since it records the number of ships remaining. If you have a 9:1 fighter:carrier ration and a fleet of 100 ships, in which you kill 10 carriers, theoretically leaving just fighters, then when you come back, there will still be 10% carriers in the fleet.

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Quote

Originally posted by seant:
**the "no new features" rule

**

the "no new features" rule?

could somebody please explain this?

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Matt Burch has stated over and over that no new features will be added to the Nova Engine. Bug fixes, yes. New features, no.

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