- Jul 9, 2017
- 594
- 1,175
I wouldn't worry too much about performance right now since I literally just added 3 new systems into the game in one update and still working on fixing bugs for them, let alone optimizing performance. Most performance optimization will be done at the end of the overhaul i.e. v3.0 Stable.the game feels very laggy![]()
will look into getPerson(tag). What do you mean by "tags in general" though? Does setActorVar(tag_) and getActorVar(tag_) not work? Pretty sure they are fine cause I use them for AI a lot.Vinfamy
As mentioned by Wolfman13 and I have seen this myself, Actor = getPerson(Tag) seems to be broken, as do Tags in general. Although I have had some success doing the F5/F9 thing, the family generation mod I made is completly broken as its not recognising the tags i gave people to stop generating families more than once per npc.(not a problem It will just have to wait or be changed.)
The contacts menu seems a little off, either that or everone got a foot shorter now. The view in my game seems to start from there nose upwards.
Personaly not noticed any performance issues, and most thing appear to work well.
One question, are we still going to get the ability to place people where we want? and not have them interacting automaticaly with everything. Although it's a great feature I can see many instances where the old way of positioning would be needed.
In the family generation mod. After generating family members I use 'Actor.setActorVar(LLfamilyGen, 1)' on the Main actor and all relatives generated.will look into getPerson(tag). What do you mean by "tags in general" though? Does setActorVar(tag_) and getActorVar(tag_) not work? Pretty sure they are fine cause I use them for AI a lot.
Make sure you include the "tag_" prefix in all setActorVar(), getActorVar() and getPerson()
yeah, there will a bunch of new API functions in Beta 4 to be more involved in how characters behave with the environment and each other - that and me adding those to my own lpscenes will be the focus of Beta 4 in fact
Also, hopefully v3.0 Stable will have some new daily activity animations too, enough to make the furniture interactions a bit less random. Lpactions already have the animation field - I just haven't used it.
all: Beta 3 RC2 coming soon, which is a lot more playable than RC1 and fixes most of the game-breaking bugs from RC1. Will continue to work on Beta 3 after RC2 though so hopefully Beta 3 official release tomorrow should be quite solid.
Just tried exactly this and it worked as intended'FamilyGen = Actor.getActorVar(LLfamilyGen)
If FamilyGen == 0'
How old does your daughter have to be to have sex withUsually 'disposable' NPC's no. But the females you meet and have in your contacts OR or will be in your contacts once you get their number can be. Your 'fertility' stat determines the chance of pregnancy, both yours and theirs. Then the Child growth speed and Pregnancy time in the settings menu (press esc on the map screen) determines how long they stay pregnant and how fast the child grows up. Have fun.
18.How old does your daughter have to be to have sex with
Thanks for checking. I will wait till later and, have a check on the new version. The problem may not have actualy been tags anyway, the problem is that script can generate up to 9 npc in one shot, and I'm not sure how your currently seting up the memory thing with npc's. I will revisit that mod and get it working fully as soon as everything is a little more stable. plus I can think of some good features for the ai .Just tried exactly this and it worked as intended
SceneStart()
Actor = getSpecific(Landlord)
"What?"
0:: "Set"
1:: "Ask"
If 0
Actor.setActorVar(LLfamilyGen, 1)
"<Actor.name> has been set."
Else
FamilyGen = Actor.getActorVar(LLfamilyGen)
If FamilyGen == 0
"FamilyGen is 0"
Elseif FamilyGen == 1
"Family Gen is 1"
Endif
"This value for <Actor.name> is <FamilyGen>"
Endif
SceneEnd()
Also, if I change LLfamilyGen to tag_LLfamilyGen and change to Actor = getSpecific(tag_LLfamilyGen) it works perfectly too
Maybe just happens to be something I fixed by accident just now though. Maybe RC2 still had this issue but no more in my current project.
Wow you're working really quickly! Don't forget to take a break every now and then, you've earned it!(Update 3 April night: Added Release Candidate 3 - this should become the official release tomorrow unless major game-breaking bugs are reported)
- 3.0 Beta 3 Release Candidate 3 64-bit Update Only (requires v2.0 Stable or later)
- 3.0 Beta 3 Release Candidate 3 64-bit Full
Which Beta? No such thing as v3.0 yet.Yo!
I've been playing 3.0 with a female character mostly and noticed that every time I arranged for a viewing of a new home and the landlord was a male he would always spawn "feminized" with large, rounded hips and long nails; I thought it was just a bug with the landlords so I didn't mind it all that much. Then, the same thing happened when I tried medical careers, university, crime life: all the male colleagues spawned like that.
The problem is that it happens when I try to play as a male character too, but this time it's irreversible. No matter if it's an old save or a new game, before and after F5-F9, regardless of how many times I load a normal preset, the character gets that look back the second I exit the chance appearance menu.
Any ideas what might cause this and how to solve it?