Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Type CalloutsExpanded.CalloutConstantByNeedDef is not a Def type or could not be found, in file CalloutsExample.xml. Context: <CalloutsExpanded.CalloutConstantByNeedDef><defName>CalloutsExpanded_Unhappy</defName><needDef>Mood</needDef><needLevel>0.5</needLevel><aboveLevel>false</aboveLevel><name>UNHAPPY</name><value>true</value></CalloutsExpanded.CalloutConstantByNeedDef>
This applies to all defs such as ByThingDef, ByPawnKindDef, ByHediffDef, ByHediffStageDef and ByHediffNeedDef.
If it does get updated though, it would be nice to see an option for integration with the Interaction Bubbles mod that SpeakUp uses, just so all my pawns speech text motes look the same haha
Thanks for the work you've put in for free making my game more fun, tis appreciated
I wonder if it would be possible, through settings, to be able to "control" the list of callouts and such. Controlling which ones can appear or not, or maybe even allowing users to add their own through some sort of settings list or simple-to-edit file could allow people to customize the mod to their preferences!
That's my suggestion :) Thank you for the good work in keeping it!
Anyway, here's the list of Scout taunts, for example. I can see pretty much all of those as callouts. https://wiki.teamfortress.com/wiki/Scout_taunts
The 'p' param modifies the weight of the rule - if there are two applicable rules and one has a weight of 1, the other a weight of 10, the latter will be 10x more likely.
Priority and uses are similarly straightforward, - a random applicable rule with the highest priority is always chosen, and uses limits the amount of uses. (i haven't tested this)
Meanwhile, tag/requiredTag/debug are not relevant for callout rules. (tags are ideo-related)
For constant constraints, any sort of comparison operator (==, !=, <, >, <=, =>), can be used to compare the constant with the given name to any value.