How to desable generic mission enemie spawning?

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Privata
Posts: 719
Joined: Mon, 19. Dec 11, 22:59
x4

How to desable generic mission enemie spawning?

Post by Privata »

I have been trying to desable the spawning of generic enemies in some missions , notably : escort , patrole. for xenon invasion I would like to make them spawn at a bigger distance.

but what I want to do the most is remove the silly immersive killing enemies in patrole and escort mission.

to my eyes this is no cheat , sins i play with my mod that adds tones of enemies I dont need the game to add fake ones for me.

I tryed some things with the MD files but it still spawns them....
if there no way to stop this , then can I at least desable the combat missions , just so I dont get that extra clutter
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RedEclipse
Posts: 1269
Joined: Sat, 11. Sep 04, 16:43
x4

Post by RedEclipse »

Maybe look in Plot_ep1_ch1.xml in cat 07. They disable it there for the plot start.
"AaaAaaAah ! They're everywhere...", Jane Doe, Freedom Force.
Privata
Posts: 719
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

RedEclipse wrote:Maybe look in Plot_ep1_ch1.xml in cat 07. They disable it there for the plot start.
I dont mean in the plot , I mean the generic missions.
I play in freeplay ATM
Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 »

I think Red Eclipse may have been refering to this...

Code: Select all

<!-- disable job-enemies, until after we introduce the player to fights in ch1.4 -->
            <set_value name="$PartValues"                           exact="['Part_1', 'Part_2', 'Part_3', 'Part_4', 'Part_5', 'Part_6', 'Part_7']"/>
            <set_value name="$Jobs" exact="[
              ['sos_fighter_patrol_cluster',                               [ false,    false,    false,    false,    false,    true,     true]] 
              ]"/>

            <!-- enable/disable jobs, according to the above lookup-table -->
            <do_if value="$PartValues.indexof.{event.param}">
              <set_value name="$Index" exact="$PartValues.indexof.{event.param}"/>
              <do_all exact="$Jobs.count" counter="$Counter">
                <do_if value="$Jobs.{$Counter}.{2}.{$Index}">
                  <set_job_active job="$Jobs.{$Counter}.{1}" activate="true"/>
                  <debug_text text="'Activating plot job: ' + $Jobs.{$Counter}.{1}" chance="100"/>
                </do_if>
                <do_else>
                  <set_job_active job="$Jobs.{$Counter}.{1}" activate="false"/>
                  <debug_text text="'Deactivating plot job: ' + $Jobs.{$Counter}.{1}" chance="100"/>
                </do_else>
              </do_all>
              <remove_value name="$Jobs"/>
            </do_if>
[/quote]

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