Hi fellows, im starting in event modding, and the first problem i encountered is that i dunno how to make redundant events , i mean, an event that is followed by other events and eventually one of em roll back to the first event at some point.
I succesfully did a event that is followed by another event that offers u 2 options and 1 of em is to return to the previous event. But when i try to make another one after the second one (3 in a row, the last one supossed to return to the first event) it doesnt work. So my question is, is there a limit on how many events can rollback to the original one?? or there is someting i should add in the <event> clausule, to make this happen.
Need to say, i already read the guide on the wiki, but it doesnt say anything about this.
Thanks in advance.
Ciclic Events workaround
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- Metzelmax
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Re: Ciclic Events workaround
It crashes if you try to make loops in your events. Tried that one already.
You only can make a loop-like thing if you make the same event twice or so. That way you see the same event in the game, but inside its a different event.
I am kinda surprised that it didnt crash on the first loop; maybe you can make small loops, but no idea. I'd rather not use loops since that's something FTL was clearly not for.
You only can make a loop-like thing if you make the same event twice or so. That way you see the same event in the game, but inside its a different event.
I am kinda surprised that it didnt crash on the first loop; maybe you can make small loops, but no idea. I'd rather not use loops since that's something FTL was clearly not for.
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Re: Ciclic Events workaround
Actually, loops are perfecty valid , the problem is some combinations are not allowed, as i noticed. For exmaple , u cant add an item modify clausule and after that a event load one. That will not crash the game, but the item modify will not work, for example. This was my event load number 3, so apparently u can call 2 events in a row and afte that call the first one in the third event. But the problem as i said, some clausules attached will not work.
This is really weird and i dunno if im doing something wrong or im right, cuz i cant get it to work. This is wat im trying ->
Main event, u have 2 options. The second option leads to another event, an eventlist actually, and from there u can reach another event. There i want to add some scrap and then return to the first option to the main event. Well, yea i return to the first option to the main event and that even will work, but the scrap from the third event will not be added for some reason.
Ideas?
This is really weird and i dunno if im doing something wrong or im right, cuz i cant get it to work. This is wat im trying ->
Main event, u have 2 options. The second option leads to another event, an eventlist actually, and from there u can reach another event. There i want to add some scrap and then return to the first option to the main event. Well, yea i return to the first option to the main event and that even will work, but the scrap from the third event will not be added for some reason.
Ideas?
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Re: Ciclic Events workaround
You mean Cyclic.Ciclic Events workaround
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Re: Ciclic Events workaround
Well, apparently i solved the problem, it was just a missplacing on the <choice> clausule, and my poor understanding of how events works.
But i noticed u cant go back after a fight. Once u put the load ship = clausule, everthing after that is useless.
I wanted to go back to the main event after a fight, but apparently it cant be done or i dont have a clue how..
But i noticed u cant go back after a fight. Once u put the load ship = clausule, everthing after that is useless.
I wanted to go back to the main event after a fight, but apparently it cant be done or i dont have a clue how..
- Metzelmax
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Re: Ciclic Events workaround
It could ofc be that I made another mistake when I tried to make circle events. I gotta try it again.
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Re: Ciclic Events workaround
Well, i discovered something else. If u want to fight a ship, and then go back to another event, that need to be placed in the ship definition, not in the event itself.. , im getting closer to a full understanding of how events work.. lol.
And yes, the problem with events is that any little mistake can make the game crash or the events not working at all, and sometimes can be really hard (not hard, just tedious) to find the mistake.
And yes, the problem with events is that any little mistake can make the game crash or the events not working at all, and sometimes can be really hard (not hard, just tedious) to find the mistake.
- Sleeper Service
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Re: Ciclic Events workaround
speedoflight wrote:And yes, the problem with events is that any little mistake can make the game crash or the events not working at all, and sometimes can be really hard (not hard, just tedious) to find the mistake.
I feel ya. Spend a few hours last week adding event files one by one to trace a single mistake. But it's also so satisfying when an events work correctly on the first try. Ship events is really where the fun starts. But it's still impossible to spawn another ship at the beacon after the fight, right?
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Re: Ciclic Events workaround
Hm, i think it is possible. Using the same method that i described before, i mean, once u beat the ship, u need to call an event load clausule on the ship definition (in the destroyed, surrender, or deadcrew parts) , and in the event loaded, u add the ship load clausule to fight another ship. Something like that, i mean u cant fight a ship and inmediately fight another ship, u need to call an event before that. But im new on event modding so, i will say im not completely sure lol.
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Re: Ciclic Events workaround
Hi, i will keep this thread active, to hold all the event issues im having, so other people can learn from em.
This is the new question i have. Its about the autoreward clausule. Since i noticed, the random reward is based on 3 levels (LOW,MED,HIGH). So, in the case of weapons, how this apply???? i mean, there is not such a value in the weapons blueprint file, so, wat weapon is picked as MED level weapon?? the one with the rarity <5 or something like that?? Wat value is checked when the game needs to autoreward a low, med, or high level weapon??
This is the new question i have. Its about the autoreward clausule. Since i noticed, the random reward is based on 3 levels (LOW,MED,HIGH). So, in the case of weapons, how this apply???? i mean, there is not such a value in the weapons blueprint file, so, wat weapon is picked as MED level weapon?? the one with the rarity <5 or something like that?? Wat value is checked when the game needs to autoreward a low, med, or high level weapon??