I currently have 5 officers. 3 quest officers and 2 hired off the street. Voysey is the most expensive by far, then comes the other 2, then the regular officers are a little cheaper yet.
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It should be. But I suspect the prices which are set in the character init conflict somewhere altough they should be overwritten.Should the way the prices are calculated not be the same or at least similar for quest and non-quest officers?
Fred Bob only has:It should be. But I suspect the prices which are set in the character init conflict somewhere altough they should be overwritten.
I will be able to tackle this on wednesday.
ch.quest.officerprice = "500";
Is that separate code in there somewhere? If so, maybe time to kick that out.Fred Bob I can't find anything about except if you fire him his offerprice is raised a lot...
Removed it for artois. Just spawned fred bob and he looked good. I did change the dialog file so a number is added instead of its altered to these values. Fixes comming soon with the other stuffIs that separate code in there somewhere? If so, maybe time to kick that out.
And that line for Artois can be dropped too, I imagine. Officer = officer, after all.
If you want to calculate a new price for an officer use this:Ah. So I can let this guy live. Which function do I use from the console to calculate a sane salary for him?
ref officer = characterFromID("Fred Bob");
officer.quest.OfficerPrice = GetBaseOfficerPrice(officer);
I know it isn't your code. It is just some random stuff in that dialog.I believe the 2500 is coded. So thats not by my scripts .