Shadowrun Returns

Shadowrun Returns

Redimus Sep 25, 2013 @ 8:00am
Random run generator?
Someone was working on a random shadowrun generator for a while but stopped. Their work thus far is available in the content selection list.

I'm going to grab it myself, take a look, and see if I can contribute to their efforts at all, but I'm afraid my experience with this sort of thing is nearly nill. Is anyone else interested in working on this sort of thing or maybe giving me pointers or advice on how I should approach it?
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fredingue Sep 25, 2013 @ 9:13am 
You should post this question on the Workshop forum for more accurate feedback

Basically, you need first to set up an (int) variable to your UGC. Let's call it Random_runs

Then you have several choices, so far as you can trigger your random runs from various things (region, map loading, conversation branch)

Let's say you have Ziggy who tells you :
"Do you want to go for an easy run ?"

You have prepared 3 scenes : Lab, Docks & Strret => using the random function will enable you to load scene 1, 2 or 3 according to the 1D3 dice roll

(sorry i make it short as i must go out for shopping right now. i advice you to watch YOUTube Tutorial "random encounters" : in 7 minutes you will know how to use event and random)
Static Sep 25, 2013 @ 2:04pm 
Originally posted by pipes_and_mushrooms:
Someone was working on a random shadowrun generator for a while but stopped. Their work thus far is available in the content selection list.

I'm going to grab it myself, take a look, and see if I can contribute to their efforts at all, but I'm afraid my experience with this sort of thing is nearly nill. Is anyone else interested in working on this sort of thing or maybe giving me pointers or advice on how I should approach it?

Here's a video that should cover what you're looking for as well- I only watched about 30 seconds but looks like what you want. If not, I'll be around for a while if you want some help getting it all sorted out. I waited a long time before figuring out the events and wish I had looked into it earlier since it can let you do things a lot cleaner than without them.

Anyway give a shout if you want some help.

Cheers,
-M
Southwind Sep 25, 2013 @ 3:20pm 
In my UGC, Shadowrun Unlimited, I use random run generators for my fixers.
Along the lines of what Fredingue said, when I talk to the fixer the very first line of Dialogue under 'when this line is displayed' does "Set "variable_name" to (random between 1 and 6)". For me the variable is called job_opportunities. Then I have a bunch of player lines say something like "I'm looking for work", but make sure they're all identical to create a good illusion of randomness. Have one line for every number in the random range above, then set the prerequisite for selecting those lines "if job_opportunities equals x", then hide the line if it's not available. Doing this will only display one of the six possible runs being offered at a time.

I also have another global variable called run_permutation(1) that gets generated along with job_opportunties that determines what guards, encounters, challenges, etc, the players will encounter on the run he chooses, making each run a little different each time it's played. During the mission scene I have triggers that say things like "on event ALARM, if run_permutaion equals 1, activate actors spawners X X X and X" or "on Map Start, if run permutation(1) equals 2, set ambient color to -1,-1,-1,-1" so the players start in absolute blackness.
You can even have different goals for the run based on this variable (steal documents, or wipe hard drive, etc.) and have the various objects in the scene only interactable based on the run_permutation(1) value. So in the above example the variable run_success (what I use to check to see if goals are met) would equal true if either the Documents or the Hard Drive were interacted with. But then in order to make sure things made sense, I would only make the the Documents interactable if run_permutation(1) equals 1, and the Hard Drive if run_permutation(1) equals 2.

And finally a variable called run_permutation(2) that gets generated over the course of the run (usually when the target object is interacted with) that determines what happens when the job is complete (a pay bonus, a double cross, nothing out of the ordinary, etc.).

I'm happy with this system I made for my random runs, and you really could keep adding additional random variables (run_permutation3,4,5 and so on) and triggers that reference them during runs to create a deeper and deeper level of randomness.

Hope my ramblings help.
Good Luck
Static Sep 25, 2013 @ 4:08pm 
Thanks for the insight there. I had been toying around with the idea myself and had come up with basically the exact same thing so that's reassuring. Heh.
fredingue Sep 25, 2013 @ 7:43pm 
Well, in my last add i put some random encounters too, but i used more simple things because i feared to be confused in dialogues branches and the rest. besides, i like to play with hidden things and quest items.

So, entering a region will make a random 1-9 draw, teleporting 1 of 9 hidden chars each with a dedicated conv. As i had the opportunity to use 3 of my previous decors i created 3 quest "Mission 1,2,3" items (with a test on initial Map region entered)

So, according to who is summoned by the draw, each comes with a different mission to do, giving 9 random runs in 3 decors.

Then, in each 3 scenes i have also a hidden cam region. in there 3 different groups corresponding to Mission 1,2,3. They are on separate teams (gangers, Lonestars, Creatures)

The rest is just copycat triggers, events and goals and set them properly.

Anyway, southwind's system is nice too and i'll have a closer look at it :p
Last edited by fredingue; Sep 25, 2013 @ 11:54pm
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Date Posted: Sep 25, 2013 @ 8:00am
Posts: 5