shrike137 said:
How would I set AI spawns, and if not already happening set them to spawn with items or spawn as random agent. They spawned AI and they were spawning as the faction classes with the peasant gear that came with it, they were the classes - lord, foot man, archer and so one- but they were only spawning on the commoner spawn point.
Is it possible if you can make them spawn with random gear, and Is it possible if you can add a set spawn point for them.
In official PW, using the "random testing bots" option in the admin panel causes bots randomly selected from the player troop classes to be spawned at random commoner spawn points, using the PW scripts to randomly select items from the troop default equipment. The code to manage them is in script check_spawn_bots, so you could choose to spawn different bots at different entry points if wanted.
There is no simple way to make them spawn with truly random items, but I suggest you make some new bot entries in module_troops (only if making a sub mod) with all the possible equipment selections for each type: the PW scripts will randomly select from up to 5 of each type of item (head armor, gloves, one handed weapon, combination of bow and arrows...), similarly to the hard coded feature for single player battles (multiplayer battles in Native have troops all with exactly the same equipment, selected somehow from the range in module_troops). You can examine the PW code for selecting spawn equipment in these scripts: initialize_troop_equipment_slots and cf_add_item_to_troop_equipment_slots (only run at game start), and cf_troop_get_random_equipment, cf_player_add_default_troop_item, player_add_default_troop_items, player_add_default_troop_armor, player_add_equipped_items (run each spawn, whether after death or when changing troop type).
As said, PW is redesigned from scratch as a game mode without much support for bots or AI, so you would probably have to write and change a lot of code in a sub mod for them to work properly. Part of the reason is that the multiplayer teams in Native are hard coded to support only two, so PW bypasses that part of the engine by using a "deathmatch" style of set up, then adding all the team support (called factions) as module system scripts; meaning that AI bots will not recognize PW faction relations, just attacking or ignoring everyone equally. In the mod development sub board there are some threads explaining how to set all bots on their own separate team, so they don't attack each other, only human players.
shrike137 said:
Also Is it possible to change items chest loud id's.
Yes, the feature was designed so server hosters could define their own "load outs" if wanted: just add more chest_load_out() function call lines in script chests_fill_starting_inventory, reading the comments of the python function defined a few lines above for documentation of what the function parameters mean. Then you need to compile the module and upload the changes to your server - nothing needs to be changed on the player client modules to have different load outs - and link chest props in your scene to the new load outs you added. The feature is mainly targeted at "event" missions which have more emphasis on the starting environment, but it might be useful as another way to boost production or defences in areas of the scene, after server restart.
shrike137 said:
I am also designing a map and one of the key features i want the map to be is that their are lots of build able item and capture able towns that you can hold for you faction and take out post. What would you suggestion on this be, do you think it could work.
PW does not have very many types of constructable scene props, just a few simple structures made of wooden logs, since there is no engine support for any sort of decent physics system to manage whether built structures are impossible and should fall down or not. Within the limitations of the game engine, this mod is designed for mostly static scenes as a frame work for players to make changes in limited ways set by the scene maker (but limited by mechanical and "fair" scripts - I don't mean limited by complicated rules and personalities enforced by admins). However, you might find ways to make an interesting scene with a lot of constructable bases.
shrike137 said:
what if i have flags possibly as secondary on 1 or 2. would i leave its current owner at 0 or would it be better if their linked to a proper faction.
Capture points set at 0 or 1 (commoners or outlaws) are entirely useless, having no effect on the game; you can only set those values because the "faction / castle id" format was chosen to be the same as for other scene prop types, for easier understanding when designing scenes. Capture points are never linked to a faction, proper or otherwise; they are always linked to a castle number (2 - 9), with the secondary types for making a castle more complex to capture than just using a single banner point. For example, you might want to have a secondary capture point on an important gate house, which could be used to control the castle, and the primary point on top of the keep; or you might decide that attacking factions must capture multiple surrounding outposts to gain control of the area before being allowed to capture the main castle.