Whenever I try to load multiple generic units(Mercs) onto the ally side, it doesn't work. For example, when I load one merc and attempt to load a second, it instead moves the original one to the coordinates specified for the second one. Is there any way to fix this?
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Multiple Generic Units
Started by dlamey8015, Apr 16 2014 08:39 PM
7 replies to this topic
#1
Posted 16 April 2014 - 08:39 PM
#2
Posted 17 April 2014 - 12:54 AM
Hello,
I ran into this problem earlier, and it seems to arise from the game interpreting each of your named units as unique, while it doesn't care about enemy/NPC units. The only way to have "generic" player-controlled units is to give several unit IDs the same name and other features. Hope that helped!
I ran into this problem earlier, and it seems to arise from the game interpreting each of your named units as unique, while it doesn't care about enemy/NPC units. The only way to have "generic" player-controlled units is to give several unit IDs the same name and other features. Hope that helped!
See my work in progress here: In Contempt of Contrition, via Google Drive
Latest update: Ch1 Test v1.2
Updated 04/21/14
+ Visual updates
+ Fixed a potentially out-of-sequence event bug
+ Fixed typos
Full Changelog: via Google Drive
Save Files: via Google Drive
Latest update: Ch1 Test v1.2
Updated 04/21/14
+ Visual updates
+ Fixed a potentially out-of-sequence event bug
+ Fixed typos
Full Changelog: via Google Drive
Save Files: via Google Drive
#3
Posted 17 April 2014 - 01:14 AM
Ah I see. That's kinda what I hoped wouldn't be the answer, but oh well.
#4
Posted 17 April 2014 - 01:23 AM
Just confirming this is the case: you can't have "generic" allies, they've inherently got to be unique characters since each one is saved to the game and well, from a logic standpoint you never control generics in FE, only actual people, so they didn't code it to work, haha. For enemies/NPCs everytime a unit is spawned/instantiated it can have the same ID and it won't glitch as long as the game doesn't do anything special with the ID (e.g. if you try to move character "0xC0" and there are three of those characters, expect something unfortunate to happen--thus in cutscenes if you ever have a generic enemy moving around, they should have an unique ID so that you can specifically identify them).
EDIT: Btw not sure how true this is, but I heard if you spawn a bunch of enemies and then use events (like TurnAlly(0xID)) to turn them into players, you can have lots of generics, and even bypass the 50 character limit. It might not work or might have some unexpected side-effects (e.g. when suspending and resuming) though so be warned, I'm just throwing up any relevant info haha
EDIT: Btw not sure how true this is, but I heard if you spawn a bunch of enemies and then use events (like TurnAlly(0xID)) to turn them into players, you can have lots of generics, and even bypass the 50 character limit. It might not work or might have some unexpected side-effects (e.g. when suspending and resuming) though so be warned, I'm just throwing up any relevant info haha
Signature thanks to Shu.
#5
Posted 17 April 2014 - 06:10 PM
One more question, How do I load a destructible wall on a map? I looked in the EA standard library, but was unable to find the code for it. Is it a location event or is it a unit that must be loaded?
#6
Posted 18 April 2014 - 05:34 AM
neither, it's a tile
it turns into a non-destroyed wall via a tile change (the tile change isn't automatic but IIRC the code that triggers it is)
it turns into a non-destroyed wall via a tile change (the tile change isn't automatic but IIRC the code that triggers it is)
Signature thanks to Shu.
#7
Posted 18 April 2014 - 02:52 PM
So how do I actually make the tile change occur?
#8
Posted 18 April 2014 - 05:44 PM
You'll need to set up the map changes with the map data, for example with Tiled map layers and the Tiled inserter. Then, in the Nightmare Chapter Data module, indicate the address of the map changes. With the destructible wall, you don't need further event scripting.
See my work in progress here: In Contempt of Contrition, via Google Drive
Latest update: Ch1 Test v1.2
Updated 04/21/14
+ Visual updates
+ Fixed a potentially out-of-sequence event bug
+ Fixed typos
Full Changelog: via Google Drive
Save Files: via Google Drive
Latest update: Ch1 Test v1.2
Updated 04/21/14
+ Visual updates
+ Fixed a potentially out-of-sequence event bug
+ Fixed typos
Full Changelog: via Google Drive
Save Files: via Google Drive
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