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-   -   Request: some randomness (http://forum.shrapnelgames.com/showthread.php?t=32778)

mantari November 14th, 2007 08:41 PM

Re: RANDOM GENERATOR PROTOTYPE
 
Actually, there is something special. Two somethings.

1] Putting the randomizer in haven.ini will ensure that it is that it is always run, yes. But more importantly, it makes sure that it is the first script run (assuming no other strange mods). This makes sure that a random number is seeded, before you rely on it to be used in other scripts.

2] The player won't already have inventory items which will muck up the code, which is based on what lifeforms are randomly placed into their inventory. If you run this code in a different star system, his existing inventory will affect the random number generation, and any lifeforms in his posession will be wiped out.

Fingers November 15th, 2007 08:17 PM

Re: RANDOM GENERATOR PROTOTYPE
 
You can and should do this in a new quest file. Just set it up exactly like haven.ini and it'll be triggered at the same time (ie. when you first "arrive" at Hope). There's nothing hard-coded in the game to handle any particular quest differently from others.


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