Agent Spawning OSP
This post is to show the progress I have made on my OSP and to hopefully get some additional help with some aspects.
The OSP allows users to place a Scene Prop that spawns an agent, by changing the scene props parameters you can,
Choose an Agent/Agents
Assign an Animation
And give them an item to wield/wear.
The OSP is contained to the scene props file so adding it to an existing mod is easy.
This is an example of how you assign the parameters,
Var No: = Conditions = 2 = Only at Night
Scale X = Agent = 100 = sarranid_footman
Scale Y = Animation = 448 = pose_1
Scale Z = Item = 339 = sarranid_warrior_cap
How Conditions work
This post is to show the progress I have made on my OSP and to hopefully get some additional help with some aspects.
The OSP allows users to place a Scene Prop that spawns an agent, by changing the scene props parameters you can,
Choose an Agent/Agents
Assign an Animation
And give them an item to wield/wear.
The OSP is contained to the scene props file so adding it to an existing mod is easy.
This is an example of how you assign the parameters,
Var No: = Conditions = 2 = Only at Night
Scale X = Agent = 100 = sarranid_footman
Scale Y = Animation = 448 = pose_1
Scale Z = Item = 339 = sarranid_warrior_cap
How Conditions work
0- Always
1- Day
2- Night
3- Tournament (Only when joinable)
4- Siege (When under siege not the battle)
5- Feast
6- Low Prosperity (0-25)
7- High Prosperity (75-100)
8- Early (0-12)
9- Late (12-24)
You can assign 2 conditions in Var No: by simply assigning a second number, example.
26, 2 = Night and 6 = Low Prosperity, so you could have peasants sleeping in poor towns/villages at night.
or
27, 2 = Night and 7 = High Prosperity, so you could have guards with torches at night in rich towns/villages.
The combination system also allows you to break the day into 4,
28, 2= Night and 8 = Early, so the hours between 0-6
18, 1= Day and 8 = Early, so the hours between 6-12
19, 1= Day and 9 = Late, so the hours between 12-18
29, 2= Night and 9 = Late, so the hours between 18-24
The combinations are from 0-99 leaving 100-127 free for custom uses (hopefully to reference mission templates and quests)
Each scale also has a variable slot to have further control,
1.080100 the highlighted 0100 is where you assign the variable of choice for agent, animation and item.
1.080100 the highlighted 8 is for extra features related to the variable.
For instance 8 in this case will spawn 5 agents in a line to the right,
and 1.090100 will spawn 5 agents in a line behind.
1- Day
2- Night
3- Tournament (Only when joinable)
4- Siege (When under siege not the battle)
5- Feast
6- Low Prosperity (0-25)
7- High Prosperity (75-100)
8- Early (0-12)
9- Late (12-24)
You can assign 2 conditions in Var No: by simply assigning a second number, example.
26, 2 = Night and 6 = Low Prosperity, so you could have peasants sleeping in poor towns/villages at night.
or
27, 2 = Night and 7 = High Prosperity, so you could have guards with torches at night in rich towns/villages.
The combination system also allows you to break the day into 4,
28, 2= Night and 8 = Early, so the hours between 0-6
18, 1= Day and 8 = Early, so the hours between 6-12
19, 1= Day and 9 = Late, so the hours between 12-18
29, 2= Night and 9 = Late, so the hours between 18-24
The combinations are from 0-99 leaving 100-127 free for custom uses (hopefully to reference mission templates and quests)
Each scale also has a variable slot to have further control,
1.080100 the highlighted 0100 is where you assign the variable of choice for agent, animation and item.
1.080100 the highlighted 8 is for extra features related to the variable.
For instance 8 in this case will spawn 5 agents in a line to the right,
and 1.090100 will spawn 5 agents in a line behind.
Example of a non empty castle
A Sergeant addressing new recruits
Crossbow Training
Recruits watching the training
Scouts returning, melee training in the back
Civilians talking
Crossbowmen watch the pass
A belligerent drunk
Animations example using Slawomir of Aaarrghh tavern animation pack.
Two Soldiers sitting in the shade.
3 soldiers using the wedding animations, and a guy in the back using the staff defend up animation.
All the different factions prison guards sitting together.
Conditions example for a Tournament.
Extra crowds at the arena
Some town Ladies admire the red teams Champion Fighter. (bodyguard on duty)
Some Blue team members checking out Sargoths wares.
Green team fans meet up before the tournament
Waiting to get in the Arena, extra guards on duty for the event.
What I need help with/ have not yet implimented.
Using the agent Variable I wish to be able to duplicate or move the agent at an entry point, however I have come up short in referencing the agent at the position.
Also Using the agent Variable I'd like to spawn from the garrison so soldiers on the wall reflect the actual garrison.
Reference the mission template, I'd like to know what mission template is being used for additional conditions 100-127
Assign behaviours/override flags, mounted units spawn with horses and lords spawn with full armour, I'd like to be able to choose how they appear/ how they act (agents walking around castles)
Disable Talking / Assign conversation, Agents sometimes say out of context things so changing or disabling the conversation would be nice.
Stop agents from turning to face you, this sometimes breaks the animation as they turn/ can lead to clipping and oddities as the turn and change angle.
Set the frame of the scene prop, this way you can easily Identify the conditions of that scene prop.
And lastly and most importantly, lots of looping animations (if the animation doesn't loop and the agent is set to wield an item they play the animation once and revert to a normal pose)
Also Using the agent Variable I'd like to spawn from the garrison so soldiers on the wall reflect the actual garrison.
Reference the mission template, I'd like to know what mission template is being used for additional conditions 100-127
Assign behaviours/override flags, mounted units spawn with horses and lords spawn with full armour, I'd like to be able to choose how they appear/ how they act (agents walking around castles)
Disable Talking / Assign conversation, Agents sometimes say out of context things so changing or disabling the conversation would be nice.
Stop agents from turning to face you, this sometimes breaks the animation as they turn/ can lead to clipping and oddities as the turn and change angle.
Set the frame of the scene prop, this way you can easily Identify the conditions of that scene prop.
And lastly and most importantly, lots of looping animations (if the animation doesn't loop and the agent is set to wield an item they play the animation once and revert to a normal pose)
Special Mention for helpers so far.
Lav
Somebody
Fire_and_Blood
Ikaguia
The_dragon
Somebody
Fire_and_Blood
Ikaguia
The_dragon