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.
This commit is contained in:
EpicValor
2023-11-17 01:59:49 -06:00
parent 5be64593ab
commit 44323d16c6
272 changed files with 2313767 additions and 287108 deletions

View File

@@ -117,38 +117,38 @@ void main()
//respond
if ( GetArea( oBroadcaster ) == GetArea( OBJECT_SELF ) && GetDistanceBetween( oBroadcaster, OBJECT_SELF ) <= GetResponseRange( BC_FIGHTING ) )
{
object oE = GetTarget();
if ( !GetIsObjectValid( oE ) )
{
//I've heard combat but I can't see the combat or any enemies
//PrintString( "CHM: " + GetName( OBJECT_SELF ) + " moving to support " + GetName( oBroadcaster ) );
DoMoveToObject( oBroadcaster, TRUE, 5.0 );
DoFightBroadcast();
}
else
{
//DoQueueCombat( 8.0, 8.0 );
InitCombat();
}
}
else
{
//hearing something from another area or from out of our response range
//SpeakString( "Ignoring combat sounds" );
}
object oE = GetTarget();
if ( !GetIsObjectValid( oE ) )
{
//I've heard combat but I can't see the combat or any enemies
//PrintString( "CHM: " + GetName( OBJECT_SELF ) + " moving to support " + GetName( oBroadcaster ) );
DoMoveToObject( oBroadcaster, TRUE, 5.0 );
DoFightBroadcast();
}
else
{
//DoQueueCombat( 8.0, 8.0 );
InitCombat();
}
}
else
{
//hearing something from another area or from out of our response range
//SpeakString( "Ignoring combat sounds" );
}
}
else if ( iBroadcast == 691 ) //DEAD
{
//if ( GetIsFriend( oBroadcaster ) )
if ( GetFactionEqual( oBroadcaster ) )
{
DoVoiceChat( VOICE_CHAT_CUSS );
DoVoiceChat( VOICE_CHAT_CUSS );
}
else if ( GetIsEnemy( oBroadcaster ) )
{
if ( Random( 2 ) )
{
DoVoiceChat( VOICE_CHAT_CHEER );
if ( Random( 2 ) )
{
DoVoiceChat( VOICE_CHAT_CHEER );
}
else
{
@@ -159,4 +159,8 @@ void main()
}
//signal conversation to userdef
SignalEvent( OBJECT_SELF, EventUserDefined( 1004 ) );
}
if ( GetIsInCombat() )
return;
else
DelayCommand(15.0, WalkWayPoints());
}