Added full CEP3 & Complete Rural/City tileset
Sarum City has been rebuilt with the new tileset, and all the exterior areas were combined into one. New areas added outside the city. They're called Environs. Some additional areas redone to tie into the new areas. Environs are mostly decorated, but lack NPCs in some. Those will be added later.
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@@ -117,38 +117,38 @@ void main()
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//respond
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if ( GetArea( oBroadcaster ) == GetArea( OBJECT_SELF ) && GetDistanceBetween( oBroadcaster, OBJECT_SELF ) <= GetResponseRange( BC_FIGHTING ) )
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{
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object oE = GetTarget();
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if ( !GetIsObjectValid( oE ) )
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{
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//I've heard combat but I can't see the combat or any enemies
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//PrintString( "CHM: " + GetName( OBJECT_SELF ) + " moving to support " + GetName( oBroadcaster ) );
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DoMoveToObject( oBroadcaster, TRUE, 5.0 );
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DoFightBroadcast();
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}
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else
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{
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//DoQueueCombat( 8.0, 8.0 );
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InitCombat();
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}
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}
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else
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{
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//hearing something from another area or from out of our response range
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//SpeakString( "Ignoring combat sounds" );
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}
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object oE = GetTarget();
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if ( !GetIsObjectValid( oE ) )
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{
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//I've heard combat but I can't see the combat or any enemies
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//PrintString( "CHM: " + GetName( OBJECT_SELF ) + " moving to support " + GetName( oBroadcaster ) );
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DoMoveToObject( oBroadcaster, TRUE, 5.0 );
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DoFightBroadcast();
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}
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else
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{
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//DoQueueCombat( 8.0, 8.0 );
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InitCombat();
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}
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}
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else
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{
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//hearing something from another area or from out of our response range
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//SpeakString( "Ignoring combat sounds" );
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}
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}
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else if ( iBroadcast == 691 ) //DEAD
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{
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//if ( GetIsFriend( oBroadcaster ) )
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if ( GetFactionEqual( oBroadcaster ) )
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{
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DoVoiceChat( VOICE_CHAT_CUSS );
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DoVoiceChat( VOICE_CHAT_CUSS );
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}
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else if ( GetIsEnemy( oBroadcaster ) )
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{
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if ( Random( 2 ) )
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{
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DoVoiceChat( VOICE_CHAT_CHEER );
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if ( Random( 2 ) )
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{
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DoVoiceChat( VOICE_CHAT_CHEER );
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}
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else
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{
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@@ -159,4 +159,8 @@ void main()
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}
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//signal conversation to userdef
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SignalEvent( OBJECT_SELF, EventUserDefined( 1004 ) );
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}
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if ( GetIsInCombat() )
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return;
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else
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DelayCommand(15.0, WalkWayPoints());
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}
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