morbidslinky wrote:groupNumbers
groupNumber is used by TppAnimalBlock.lua as the number of groups/locators of that animal type in the area. As you know each locator can be a group of animals (of one type).
Apart from managing the loading/unloading of the animal area fpks; TppAnimalBlock is mostly used to assign the routes that were designed for the group.
So in theory they should match the number of locators.
Also I don't think modifying these will achieve much since it will just point to routes that don't exist.
(my kingdom for a route file editor).
So a question is how they behave if they aren't assigned a route, I'm guessing they have some default AI, you'd actually know better than me, as said, I didn't get around to adding new locators. You mentioned they seem fine, I suppose they just mill about within their radius parameter?
morbidslinky wrote:Additionally, in the afgh_animal.animalAreaSetting, there are loadAreas and activeAreas, followed by 4 numbers. These must be some sort of coordinate system that loads and unloads the animal's fpk files, right? Do you know what this coordinate system is? I'd like to expand these areas, so I can place locators in regions that aren't loaded by any of the fpk's.
Ah OK, I wasn't quite following you in the last question, hadn't thought about the area coverage.
You've got it mostly understood, but for posterity:
You can see animalAreaSetting loadArea/activeArea also referenced in TppAnimalBlock
Its the extents of the area in 'small block' indices. Ie taking the whole map from a top-down perspective it's reduced to blocks indexed by x/y.
If I'm reading Tpp.CheckBlockArea correctly, origin is bottom left, area extents are xMin,yMin,xMax,yMax
I'm not sure what the block division to world units is though.
loadArea is the extents where it loads/unloads the fpk, activeArea where it actually initializes stuff, in this case, as mentioned, setting routes.
Looks like they have activeArea extents being one block smaller than its loadArea
So I guess you can just try bumping up the extents, and either manually, or using Tpp.CheckBlockArea make sure they don't overlap since the system was designed for one animal module loaded at a time.
I'll release my updated deminified luas after my next IH release since I've done a bunch in respect to the above. I might throw in some debug printing stuff for blocks.
CantStoptheBipBop wrote:
I meant adding entries to the dictionary. I just manually copy pasted the swimsuit description and name langIds from DevConst into the dictionary. What I was wondering is if there was something else I had to do with it to make it work properly, since it doesn't unpack correctly when I append stuff to its dictionary.
The scraper is basically doing the same thing, so I don't know what's up with that.