Author Topic: plot npc stuck at store  (Read 458 times)

Offline donfuhrer

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plot npc stuck at store
« on: March 06, 2010, 07:44:39 PM »
this bug? happened while doing a plot mission that involved a 'suspicious character' in a certain building. entering the building i got a message indicating a suspicious npc is present but after hours of searching i can't find the npc.
using shift+6 i get this:
...
'spare parts' 8,2
'npc name' 8,2
'door' 8,3
...
it seems the npc generated inside a mech shop. is there a way to 'teleport' the npc to another coordinates?
and before someone ask, calling the npc using phone didn't work.

Offline Joseph Hewitt

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Re: plot npc stuck at store
« Reply #1 on: March 06, 2010, 08:43:33 PM »
Open the RPG save file in a text editor. Search for "name <npc name>", replacing "npc name" with the actual npc's name of course. Above this you'll find a big block of numbers. Find a line in that block which begins "0 -1 0 ..."; if the NPC's position is 8,2, this line should read "0 -1 0 8". Either change the final value (8) to zero or delete this line in its entirety. This should move the NPC off the map, and when you re-enter the building they should get placed somewhere more reasonable.

Offline donfuhrer

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Re: plot npc stuck at store
« Reply #2 on: March 06, 2010, 08:57:49 PM »
ah! found it
deleting it fixed the problem
although being hidden in a shop rampaging through spare parts does sound suspicious  ;D

Offline Joseph Hewitt

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Re: plot npc stuck at store
« Reply #3 on: March 06, 2010, 09:19:50 PM »
Supposedly, a random NPC cannot be placed in an occupied square, even if they'd be able to move onto the square usually. This doesn't always work, though, resulting in situations like this. I plan to sit down some day and completely redo the placement function; at the moment it just keeps randomly trying tiles until it finds one that (supposedly) works, but it might be more efficient to create a boolean array of tiles and eliminate the illegal ones. At the very least this second method should be less buggy.