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Copy file name to clipboardExpand all lines: Optional Features/#1. (Choose From This Folder First)/No Enemy Map Spots/gamedata/scripts/sim_squad_generic.script
+38-20Lines changed: 38 additions & 20 deletions
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@@ -754,6 +754,8 @@ function sim_squad_generic:init_squad_task()
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local tm = task_manager.get_task_manager()
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local squad_faction_name = self.player_id
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local random_tasks = self.random_tasks
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local old_capture_task_1 = random_tasks[1]
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local old_capture_task_2 = random_tasks[2]
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local recover_task = random_tasks[3]
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local squad_smart_id = self.smart_id
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local squad_smart = board.smarts[squad_smart_id].smrt
@@ -763,26 +765,42 @@ function sim_squad_generic:init_squad_task()
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random_tasks = {}
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self.random_tasks = random_tasks
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-
if board:get_smart_population(squad_smart) > 1 or (board_factions[squad_faction_name].precondition_targets[squad_smart_id] == nil and smart_under_attack(squad_faction_name, board_factions, squad_smart_id) == false) then
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if self:get_script_target() == nil and not tm:get_tasks_by_smart(squad_smart_id) then
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-
local level_cluster = sim_board.sim_level_cluster
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local squad_smart_cluster = level_cluster[squad_smart.smart_level]
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-
for neighbor_smart_id, neighbor_smart in pairs (board:get_nearest_smarts(squad_smart)) do
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if level_cluster[neighbor_smart.smart_level] == squad_smart_cluster then
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if sim_board.is_point_avail(neighbor_smart, squad_faction_name) then
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local neighbor_faction_name = neighbor_smart.player_name
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if neighbor_faction_name ~= "none" then
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-
if game_relations.is_factions_enemies(squad_faction_name, neighbor_faction_name) then
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if smart_under_attack(neighbor_faction_name, board_factions, neighbor_smart_id) == false then
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local neighbor_smart_task = tm:get_tasks_by_smart(neighbor_smart_id)
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if not neighbor_smart_task or neighbor_smart_task.base_prior <= 1 then -- only permits replacing 'generic' eliminate tasks with capture tasks
if board:get_smart_population(squad_smart) > 1 or (board_factions[squad_faction_name].precondition_targets[squad_smart_id] == nil and smart_under_attack(squad_faction_name, board_factions, squad_smart_id) == false) then
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if self:get_script_target() == nil and not tm:get_tasks_by_smart(squad_smart_id) then
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local level_cluster = sim_board.sim_level_cluster
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local squad_smart_cluster = level_cluster[squad_smart.smart_level]
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for neighbor_smart_id, neighbor_smart in pairs (board:get_nearest_smarts(squad_smart)) do
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if level_cluster[neighbor_smart.smart_level] == squad_smart_cluster then
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if sim_board.is_point_avail(neighbor_smart, squad_faction_name) then
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local neighbor_faction_name = neighbor_smart.player_name
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if neighbor_faction_name ~= "none" then
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if game_relations.is_factions_enemies(squad_faction_name, neighbor_faction_name) then
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if smart_under_attack(neighbor_faction_name, board_factions, neighbor_smart_id) == false then
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local neighbor_smart_task = tm:get_tasks_by_smart(neighbor_smart_id)
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if not neighbor_smart_task or neighbor_smart_task.base_prior <= 1 then -- only permits replacing 'generic' eliminate tasks with capture tasks
Copy file name to clipboardExpand all lines: Optional Features/#2. (Choose From This Folder Last)/Show Only Ally Map Spots/gamedata/scripts/sim_squad_generic.script
+38-20Lines changed: 38 additions & 20 deletions
Original file line number
Diff line number
Diff line change
@@ -756,6 +756,8 @@ function sim_squad_generic:init_squad_task()
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local tm = task_manager.get_task_manager()
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local squad_faction_name = self.player_id
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local random_tasks = self.random_tasks
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local old_capture_task_1 = random_tasks[1]
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local old_capture_task_2 = random_tasks[2]
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local recover_task = random_tasks[3]
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local squad_smart_id = self.smart_id
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local squad_smart = board.smarts[squad_smart_id].smrt
@@ -765,26 +767,42 @@ function sim_squad_generic:init_squad_task()
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random_tasks = {}
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self.random_tasks = random_tasks
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-
if board:get_smart_population(squad_smart) > 1 or (board_factions[squad_faction_name].precondition_targets[squad_smart_id] == nil and smart_under_attack(squad_faction_name, board_factions, squad_smart_id) == false) then
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-
if self:get_script_target() == nil and not tm:get_tasks_by_smart(squad_smart_id) then
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-
local level_cluster = sim_board.sim_level_cluster
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-
local squad_smart_cluster = level_cluster[squad_smart.smart_level]
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-
for neighbor_smart_id, neighbor_smart in pairs (board:get_nearest_smarts(squad_smart)) do
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if level_cluster[neighbor_smart.smart_level] == squad_smart_cluster then
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if sim_board.is_point_avail(neighbor_smart, squad_faction_name) then
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local neighbor_faction_name = neighbor_smart.player_name
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if neighbor_faction_name ~= "none" then
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if game_relations.is_factions_enemies(squad_faction_name, neighbor_faction_name) then
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if smart_under_attack(neighbor_faction_name, board_factions, neighbor_smart_id) == false then
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local neighbor_smart_task = tm:get_tasks_by_smart(neighbor_smart_id)
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-
if not neighbor_smart_task or neighbor_smart_task.base_prior <= 1 then -- only permits replacing 'generic' eliminate tasks with capture tasks
if board:get_smart_population(squad_smart) > 1 or (board_factions[squad_faction_name].precondition_targets[squad_smart_id] == nil and smart_under_attack(squad_faction_name, board_factions, squad_smart_id) == false) then
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if self:get_script_target() == nil and not tm:get_tasks_by_smart(squad_smart_id) then
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local level_cluster = sim_board.sim_level_cluster
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local squad_smart_cluster = level_cluster[squad_smart.smart_level]
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for neighbor_smart_id, neighbor_smart in pairs (board:get_nearest_smarts(squad_smart)) do
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if level_cluster[neighbor_smart.smart_level] == squad_smart_cluster then
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if sim_board.is_point_avail(neighbor_smart, squad_faction_name) then
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local neighbor_faction_name = neighbor_smart.player_name
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if neighbor_faction_name ~= "none" then
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if game_relations.is_factions_enemies(squad_faction_name, neighbor_faction_name) then
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if smart_under_attack(neighbor_faction_name, board_factions, neighbor_smart_id) == false then
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local neighbor_smart_task = tm:get_tasks_by_smart(neighbor_smart_id)
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if not neighbor_smart_task or neighbor_smart_task.base_prior <= 1 then -- only permits replacing 'generic' eliminate tasks with capture tasks
Copy file name to clipboardExpand all lines: SRP v1.1.4 - Version History.txt
+1Lines changed: 1 addition & 0 deletions
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@@ -16,6 +16,7 @@ v1.1.4
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+ Fixed the issue where the player would be rejected from playing the shooting minigame if their money precisely matches the entry fee instead of exceeding it. - Decane
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+ Fixed an SRP v1.1.3 (or v1.0.2 with the optional 'No NPC Weapon Tossing Upon Death' feature) regression that prevented killed NPCs from ever dropping a grenade. - Decane
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+ Fixed an SRP v1.1.3 regression that caused some NPCs to keep repeating their goodbye phrase ad nauseum until the player faces away from them after closing their dialogue window. - Decane
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+ Fixed an SRP v1.1.1 regression that caused the game to forget the squad from which the player accepted a 'capture' task via dialogue under certain circumstances. - Decane
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+ Fixed an SRP v1.0.4 regression that caused several dialogue options to be erroneously unavailable when speaking to generic mercenary NPCs, including Hog's subordinates at the Army Warehouses and Leshiy's subordinates at the Red Forest. - Decane
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+ Fixed an SRP v1.0.3 regression that caused Yoga's walkie-talkie transmissions to the player to sound as if Yoga were speaking to the player in person rather than over walkie-talkie. - Decane
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+ Worked around an SRP v1.0.3 regression introduced by the Dunin Ammo Aggregation mod that caused ammo unloaded from a weapon to disappear under certain circumstances. - Decane, Alex Rinic
Copy file name to clipboardExpand all lines: gamedata/scripts/sim_squad_generic.script
+38-20Lines changed: 38 additions & 20 deletions
Original file line number
Diff line number
Diff line change
@@ -756,6 +756,8 @@ function sim_squad_generic:init_squad_task()
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local tm = task_manager.get_task_manager()
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local squad_faction_name = self.player_id
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local random_tasks = self.random_tasks
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+
local old_capture_task_1 = random_tasks[1]
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+
local old_capture_task_2 = random_tasks[2]
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local recover_task = random_tasks[3]
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local squad_smart_id = self.smart_id
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local squad_smart = board.smarts[squad_smart_id].smrt
@@ -765,26 +767,42 @@ function sim_squad_generic:init_squad_task()
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random_tasks = {}
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self.random_tasks = random_tasks
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-
if board:get_smart_population(squad_smart) > 1 or (board_factions[squad_faction_name].precondition_targets[squad_smart_id] == nil and smart_under_attack(squad_faction_name, board_factions, squad_smart_id) == false) then
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if self:get_script_target() == nil and not tm:get_tasks_by_smart(squad_smart_id) then
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-
local level_cluster = sim_board.sim_level_cluster
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-
local squad_smart_cluster = level_cluster[squad_smart.smart_level]
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-
for neighbor_smart_id, neighbor_smart in pairs (board:get_nearest_smarts(squad_smart)) do
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-
if level_cluster[neighbor_smart.smart_level] == squad_smart_cluster then
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-
if sim_board.is_point_avail(neighbor_smart, squad_faction_name) then
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-
local neighbor_faction_name = neighbor_smart.player_name
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if neighbor_faction_name ~= "none" then
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if game_relations.is_factions_enemies(squad_faction_name, neighbor_faction_name) then
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-
if smart_under_attack(neighbor_faction_name, board_factions, neighbor_smart_id) == false then
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-
local neighbor_smart_task = tm:get_tasks_by_smart(neighbor_smart_id)
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-
if not neighbor_smart_task or neighbor_smart_task.base_prior <= 1 then -- only permits replacing 'generic' eliminate tasks with capture tasks
if board:get_smart_population(squad_smart) > 1 or (board_factions[squad_faction_name].precondition_targets[squad_smart_id] == nil and smart_under_attack(squad_faction_name, board_factions, squad_smart_id) == false) then
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if self:get_script_target() == nil and not tm:get_tasks_by_smart(squad_smart_id) then
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local level_cluster = sim_board.sim_level_cluster
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local squad_smart_cluster = level_cluster[squad_smart.smart_level]
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for neighbor_smart_id, neighbor_smart in pairs (board:get_nearest_smarts(squad_smart)) do
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if level_cluster[neighbor_smart.smart_level] == squad_smart_cluster then
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if sim_board.is_point_avail(neighbor_smart, squad_faction_name) then
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local neighbor_faction_name = neighbor_smart.player_name
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if neighbor_faction_name ~= "none" then
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if game_relations.is_factions_enemies(squad_faction_name, neighbor_faction_name) then
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+
if smart_under_attack(neighbor_faction_name, board_factions, neighbor_smart_id) == false then
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+
local neighbor_smart_task = tm:get_tasks_by_smart(neighbor_smart_id)
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if not neighbor_smart_task or neighbor_smart_task.base_prior <= 1 then -- only permits replacing 'generic' eliminate tasks with capture tasks
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