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Improved Deployment of Assassins


Morthond

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"As of version 5 of SCS, the assassins only spawn once your main character is above 3rd level. (The way I normally play the game, I'm always above 3rd level by the start of chapter 3, but apparently some people race through chapter 3 and then get slaughtered by the assassins.)"

 

They spawned when I levelled up to 4 inside Cloakwood. I might have had a slim chance against one of the groups, but they both teamed up and bullied me and even if I use the easiest setting my 5 characters are dead before I've killed a single one. It's an impossible battle. I'm guessing it's because I levelled to 4 (I'm a Sorcerer and roleplaying, go figure) after Chapter 3 and so instead of them arriving seperately throughout the chapter, it spawns both hunter parties at once? Either way, I'm having to uninstall the component so I can continue with the journey, just wanted to share my experience.

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I have reported this problem already in the past.

 

It is a known issue.

Though not, as yet, an understood issue. Ah, when I have time again...

 

Well, not everything can be fixed and understood, can it? :(

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How did you get to the bandit camp?

If you didn't use the Tranzig way, I think it's not so hard to understand the problem.

 

/Edit: Thinking about it, in this case it doesn't really matter.

// precondition for assassin spawning
Global("DMWWC3Assassin","GLOBAL",0)
GlobalGT("Chapter","GLOBAL",%tutu_chapter_2%)
XPGT(Player1,10000)

The XP-Trigger triggered last and delayed deployment in this case.

 

// spawns group 1
Global("DMWWC3Assassin","GLOBAL",1)
AreaType(OUTDOOR)
!AreaType(CITY)
OR(3)
	GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")
	Dead("tranzig")
	Global("BanditEnemy","GLOBAL",1)

The Timer expired before the XPGT above was triggered (but the assassin variable wasn't 1, so it waited for XPGT). (Or the player chose the Tranzig way.)

 

// spawns group 2
Global("DMWWC3Assassin","GLOBAL",{2,3})
AreaType(OUTDOOR)
!AreaType(CITY)
OR(3)
	Global("BanditEnemy","GLOBAL",1)
	Dead("tranzig")
	GlobalGT("Chapter","GLOBAL",%tutu_chapter_3%)	
OR(2)
	GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")
	GlobalGT("Chapter","GLOBAL",%tutu_chapter_3%)

After bandit camp (chapter > 3), this will trigger regardless of the timer (but only after the first group has been spawned).

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Guest Guest_rss_*

I am facing the same problem. After Nashkel Mines i quickly visited Tranzig and then joined the bandits and killed the bandits in tazoks tent. It then triggers chapter 4, and as soon as I exit and speak to taugosz in order to fight the rest of the camp, both the assassin parties spawn and attack. I was able to sneak out of the camp without attacking taugosz, but the result is just that both parties are encountered at the same time at some random time, though usually when i am fighting something(especially when i fight on-rest encounters).

 

Its somewhat impossible to win against both of them, so I am looking into ways to use the CLUA Console to trick them into fighting one party at a time.

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Could you take this block:

IF
Global("DMWWC3Assassin","GLOBAL",1)
AreaType(OUTDOOR)
!AreaType(CITY)
OR(3)
	GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")
	Dead("tranzig")
	Global("BanditEnemy","GLOBAL",1)
THEN
RESPONSE #500
	ActionOverride(Player1,CreateCreatureOffScreen("DRAKAR",0)) // Drakar
	ActionOverride(Player1,CreateCreatureOffScreen("HALACA",0)) // Halacan
	ActionOverride(Player1,CreateCreatureOffScreen("MOLKAR",0)) // Molkar
	ActionOverride(Player1,CreateCreatureOffScreen("MORVIN",0)) // Morvin
	SetGlobal("DMWWC3Assassin","GLOBAL",3)
	SetGlobalTimer("DMWWC3AssassinSpawn","GLOBAL",FIVE_DAYS)
RESPONSE #500
	ActionOverride(Player1,CreateCreatureOffScreen("LAMALH",0)) // Lamalha
	ActionOverride(Player1,CreateCreatureOffScreen("TELKA",0)) // Telka
	ActionOverride(Player1,CreateCreatureOffScreen("ZEELA",0)) // Zeela
	ActionOverride(Player1,CreateCreatureOffScreen("MANEIR",0)) // Maneira
	ActionOverride(Player1,CreateCreatureOffScreen("ELKA9",0)) // Elka
	ActionOverride(Player1,CreateCreatureOffScreen("NATALK9",0)) // Natalka
	SetGlobal("DMWWC3Assassin","GLOBAL",2)
	SetGlobalTimer("DMWWC3AssassinSpawn","GLOBAL",FIVE_DAYS)
END

and divide it into 2 separate blocks using random number like so:

IF
Global("DMWWC3Assassin","GLOBAL",1)
AreaType(OUTDOOR)
!AreaType(CITY)
 RandomNum(1,1)
OR(3)
	GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")
	Dead("tranzig")
	Global("BanditEnemy","GLOBAL",1)
THEN
RESPONSE #100
	ActionOverride(Player1,CreateCreatureOffScreen("DRAKAR",0)) // Drakar
	ActionOverride(Player1,CreateCreatureOffScreen("HALACA",0)) // Halacan
	ActionOverride(Player1,CreateCreatureOffScreen("MOLKAR",0)) // Molkar
	ActionOverride(Player1,CreateCreatureOffScreen("MORVIN",0)) // Morvin
	SetGlobal("DMWWC3Assassin","GLOBAL",3)
	SetGlobalTimer("DMWWC3AssassinSpawn","GLOBAL",FIVE_DAYS)
END

and:

IF
Global("DMWWC3Assassin","GLOBAL",1)
AreaType(OUTDOOR)
!AreaType(CITY)
 RandomNum(1,2)
OR(3)
	GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")
	Dead("tranzig")
	Global("BanditEnemy","GLOBAL",1)
THEN
RESPONSE #100
	ActionOverride(Player1,CreateCreatureOffScreen("LAMALH",0)) // Lamalha
	ActionOverride(Player1,CreateCreatureOffScreen("TELKA",0)) // Telka
	ActionOverride(Player1,CreateCreatureOffScreen("ZEELA",0)) // Zeela
	ActionOverride(Player1,CreateCreatureOffScreen("MANEIR",0)) // Maneira
	ActionOverride(Player1,CreateCreatureOffScreen("ELKA9",0)) // Elka
	ActionOverride(Player1,CreateCreatureOffScreen("NATALK9",0)) // Natalka
	SetGlobal("DMWWC3Assassin","GLOBAL",2)
	SetGlobalTimer("DMWWC3AssassinSpawn","GLOBAL",FIVE_DAYS)
END

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Why?

 

I mean, this won't fix the 'two groups spawn together' problem.

Why won't it? Won't only one of the two groups be called with a random number associated with it?? And after the group is called the global sets to other than 1, falsing out the other block.

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Yes, but the same was true for the original script block.

(The setting of the global variable prevented multiple runs through this block.)

 

It's more a sort of a logical problem, not a technical one.

 

Initial conditions (which set the timer, and variable):

GlobalGT("Chapter","GLOBAL",%tutu_chapter_2%)
XPGT(Player1,10000)

(Nashkell mines cleared AND PC at least level 4)

 

First group:

OR(3)
GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")
Dead("tranzig")
Global("BanditEnemy","GLOBAL",1)

(Five days after initial condition OR Tranzig dead OR Tranzig talked about bandit camp.)

 

Second group:

OR(3)
Global("BanditEnemy","GLOBAL",1)
Dead("tranzig")
GlobalGT("Chapter","GLOBAL",%tutu_chapter_3%)
OR(2)
GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")
GlobalGT("Chapter","GLOBAL",%tutu_chapter_3%)

((Tranzig stuff OR after bandit camp) AND (five days OR after bandit camp))

 

So if you don't chose the Tranzig way, you will most likely end up fighting the two groups together. Also happens, if you are at a low level, when doing the main quest, since this will delay the initialization.

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You'll need to update scriptmisc/assassinadd.baf (which will end up in baldur.bcs).

 

However, I'm not sure when the groups should actually spawn. And with respect to DavidW, I think it is still his mod and we shouldn't mess with it (apart from technical problems).

 

Maybe you can make some suggestions, on when the assassins should hunt you down.

(I would probably add some random element when setting the timer.)

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You'll need to update scriptmisc/assassinadd.baf (which will end up in baldur.bcs).

 

However, I'm not sure when the groups should actually spawn. And with respect to DavidW, I think it is still his mod and we shouldn't mess with it (apart from technical problems).

 

I continue to be quite happy with unofficial updates for SCS, on the understanding that (a) I can't vouch for them, and (b) they should be pulled when I finally manage to release the next version.

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