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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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NPCs with IDs?

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NPCs with IDs?
Offline sovereign
06-04-2008, 02:30 AM,
#21
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:YOU FOR REAL SOVEREIGN?

Go to Omega-58 and scan in the three seconds before you die. Yeah, I'm for real. Its INSANE. I want one of those! Its even in RP for my Wilde...

[Image: SCRAgenderheuristics.png]
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Offline AdamantineFist
06-04-2008, 02:33 AM,
#22
Member
Posts: 2,177
Threads: 28
Joined: Feb 2008

' Wrote:You CAN make items undroppable, too, exhibit A is the Das Wilde lasers. 4k damage x 4.0 refire =:shok:and not for players...

I hate those so much... SOOOO MUCH!!!!!

It's completely absurd. The Wild Wraths have all the firepower and hull of a gunboat/cruiser packed into the size and shape of a fighter.

[Image: FistShroom.png][Image: OORPShroom.png][Image: bowexbar.jpg][Image: RheinlandShroom.png][Image: BretoniaShroom.png]
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Offline Magoo!
06-04-2008, 02:35 AM, (This post was last modified: 06-04-2008, 02:38 AM by Magoo!.)
#23
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Posts: 1,875
Threads: 63
Joined: Sep 2007

Umm... One problem.

Do you want to be the one going:

"Bounty Hunters - Barracuda... ID.
Bounty Hunters - Hammerhead... ID.
Navy - Defender... ID.
Navy - Guardian... ID.
Navy - Avenger... ID.
Navy - Executioner... ID.
Navy - Dreadnought... ID.
Navy - Cruiser... ID.
Navy - Gunboat... ID.
Rogues - Bloodhound... ID.
Rogues - Wolfhound... ID.
Rogues - Werewolf... ID.
Outcasts - Stiletto... ID.
Outcasts - Sabre... ID.
Outcasts - Destroyer... ID.
...
... ... ..."

If you wanna be the one making the alterations to every single different NPC class, then please do.
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Offline sovereign
06-04-2008, 02:46 AM,
#24
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:Umm... One problem.

Do you want to be the one going:

"Bounty Hunters - Barracuda... ID.
Bounty Hunters - Hammerhead... ID.
Navy - Defender... ID.
Navy - Guardian... ID.
Navy - Avenger... ID.
Navy - Executioner... ID.
Navy - Dreadnought... ID.
Navy - Cruiser... ID.
Navy - Gunboat... ID.
Rogues - Bloodhound... ID.
Rogues - Wolfhound... ID.
Rogues - Werewolf... ID.
Outcasts - Stiletto... ID.
Outcasts - Sabre... ID.
Outcasts - Destroyer... ID.
...
... ... ..."

If you wanna be the one making the alterations to every single different NPC class, then please do.

Eh. Worth it.

[Image: SCRAgenderheuristics.png]
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Offline tfmachad
06-04-2008, 03:00 AM,
#25
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

True, it's worth it and it's a nice idea. Even if it's for a possible 4.86. AND I think there's more than enough people who would be willing to share the effort in making it happen.

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Offline tfmachad
06-04-2008, 01:40 PM, (This post was last modified: 06-04-2008, 01:43 PM by gronath.)
#26
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Posts: 1,245
Threads: 32
Joined: Oct 2007

I know, double post and all, but...
' Wrote:I like this. Then we make hostile IDs "contraband" if you can do that with equippable items (to get NPCs to attack people anyway if their rep is bad)...
...
I was thinking this up and it hit me: I don't think mountable items are implemented as "checkable" by NPCs. I mean, there's no such item that you can mount that's ever checked by the NPCs (for piracy/for contraband) as far as I can tell. And it would likely create a silly deadlock in the game if it was implemented like that. Picture this, the NPCs orders you to drop the item, but you can't, then they kill you; you respawn, the NPCs order you to drop the item, you can't, you die; rinse repeat. You're trapped.

The IDs are a "mask" for tractor beams. Also, inside the character file, mountable and unmountable items are kept separately. If I was to bet, I'd put my money on these items being hard-coded "invisible" as far as the NPC scans are concerned. If that's so, then this can't be implemented like that, unfortunately.

[Image: singnature02.jpg]
Meet the Kriegers - The story of a family and of two men that shared more than just a name
Fantasmas de la Nube Siniestra
I Mon'Star: The Strange Case of Elizabeth Wallace
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Offline sovereign
06-04-2008, 07:59 PM,
#27
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:I know, double post and all, but...

I was thinking this up and it hit me: I don't think mountable items are implemented as "checkable" by NPCs. I mean, there's no such item that you can mount that's ever checked by the NPCs (for piracy/for contraband) as far as I can tell. And it would likely create a silly deadlock in the game if it was implemented like that. Picture this, the NPCs orders you to drop the item, but you can't, then they kill you; you respawn, the NPCs order you to drop the item, you can't, you die; rinse repeat. You're trapped.

The IDs are a "mask" for tractor beams. Also, inside the character file, mountable and unmountable items are kept separately. If I was to bet, I'd put my money on these items being hard-coded "invisible" as far as the NPC scans are concerned. If that's so, then this can't be implemented like that, unfortunately.

Shoot, good point... although if you have a hostile ID, they should be chain-killing you anyway- if absolutely necessary, get someone to help you break out, or if you're underlevel go get a civvy ID. Its like undocking in Omicron Kappa, if you need to dock somewhere with hostile spawns, make sure you have an escape plan.

The other issue is more serious, if we actually can make them contraband. Does anyone know where the contraband files are kept, its a pretty simple test to see...

[Image: SCRAgenderheuristics.png]
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Offline Darkwolf475
06-04-2008, 09:52 PM,
#28
Member
Posts: 100
Threads: 4
Joined: May 2008

I'm loving this idea. Its a pain to be bringing in xeno pilots that I killed after they jacked my trade lane only to have the lawfuls take them as contraband.
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Offline sovereign
06-04-2008, 09:53 PM,
#29
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

Hey, if a criminal tries to rob a store and you (the storeowner) knock him out, if the police walk by they'll want to take custody. Its reasonable, if annoying.

[Image: SCRAgenderheuristics.png]
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