GENERAL NOTES ABOUT ENTRY POINTS
Entry Points can be placed with the scene editor when creating a scene. Each entry point has a specific number, and in the code for this mod we can define the use for that entry point. They may be used to define where the player should enter a scene, where a merchant should stand, what location a town walker shoudl walk to, where an enemy should reinforce in a siege, etc. So it is very important that the location of entry points be correct for the type of scene that you are building. Since they are primarily used for the location a troop will spawn at, so it is recommended they be placed above ground.
TOWN ENTRY POINTS
TOWN ALLEY ENTRY POINTS - scn_town_#_alley.sconeed to create list
TOWN ARENA ENTRY POINTS - scn_town_#_arena.scoobservation deck
50 = player? (near entry)
51 = ? (watching)
52 = tournament master (facing player)
add passage (for menu item 3) to leave (and barriers as needed)
center circle (medium close together)
entry point 56, 57, 58, 59
single entry (4 corners)
entry point 36, 37, 38, 39
large groups (4 corners)
group 1 = 24-31, 34
group 2 = 0-7, 35
group 3 = 16-23, 32
group 4 = 8-15, 33
TOWN CASTLE ENTRY POINTS - scn_town_#_castle.scoThis is used for the lords hall and also the 3rd stage of a siege
0 - player
6-7 - guard
8 - ?
16 - lord
17-31 - ? (siege attackers/defenders and/or visiting lords?)
Note: need to verify no entry points are missing
TOWN CENTER ENTRY POINTS - scn_town_#_center.scoThis is used for walking around town and also the 2nd stage of a siege
0 - Player when entering on foot (also used for player during siege stage 2)
1 - Player when entering on horseback
6-7 - attacker spawn during a siege ( maybe used in siege stage 2?)
9 - Armor Merchant
10 - Weaponsmith
12 - Horse Merchant
11 - Guild Master
16-20 - siege defenders ( maybe used in siege stage 2?)
23 - Castle Guard
24 - Prison Guard
25-26 - High Level Guards
27-28 - Low Level Guards
30-40 - Town Walkers
Add Passages # 2 (castle), 4 (tavern), 5 (merchant shop), 6 (arena), 7 (prison)
Note: need to verify no entry points are missing
TOWN PRISON ENTRY POINTS - scn_town_#_prison.sconeed to create list
TOWN STORE ENTRY POINTS - scn_town_#_store.sconeed to create list
TOWN TAVERN ENTRY POINTS - scn_town_#_tavern.sco0 - Player
9 - Tavern Keeper
16-24 - Tavern Mercenaries, Travlers, etc.
Note: need to verify no entry points are missing
TOWN WALLS ENTRY POINTS - scn_town_#_walls.scoNote: This is a separate scene used in the 1st stage of a siege
0 - Battle spawn for player, attackers, and attacks reinforcements
3 - Defenders sally-out
10 - Defenders defense point - the place the infantry will try to move to and defend
11 - Infantry defenders spawn here, and will move to 10
15 - Defender reinforcements spawn here?
40-46 - Archers will spawn at these points (guards will be stationed here when the player visits in peacetime)
Note: need to verify no entry points are missing
TOWN SIEGE NOTES- A Town siege is done in three stages (outer walls, inner city, main hall)
- scn_town_#_walls.sco = used for the 1st stage of a siege
- scn_town_#_center.sco = used for walking around town and the 2nd part of the siege
- scn_town_#_castle.sco = used for the main hall and 3rd stage of a siege
- it is possible in the code to replace scene props before a siege (switch a good wall to a damaged wall, etc)
CASTLE ENTRY POINTS
CASTLE EXTERIOR ENTRY POINTS - scn_castle_#_exterior.scoThis scenes is used for castle sieges and when you walk around a castle
0 - Battle spawn for attackers
1- Spawn for player visit
2 - After leaving castle through door
3 - Defenders sally-out
10 - Defenders defence point - the place the infantry will try to move to and defend
11 - Infantry defenders spawn here, and will move to 10
15 - Defender reinforcements spawn here
24 - faction prison guard (during peaceful visit)
40-46 - Archers will spawn at these points (guards will be stationed here when the player visits in peacetime)
47 - another archer during a castle defense when using a belfry? (this entry point should not be necessary in star wars sieges)Notes:
need to verify no entry points are missing for castle visits
Add a Passage to menu item 2 (main hall) and menu item 7 (dungeon)
CASTLE INTERIOR ENTRY POINTS - scn_castle_#_interior.sco0 - Player
6-7 - Guards
16-24 - Lords
Note: need to verify no entry points are missing
CASTLE PRISON ENTRY POINTS - scn_castle_#_prison.sconeed to look at native scenes and create a list
CASTLE SIEGE NOTES:- Castles only have one siege scene ( scn_castle_#_exterior.sco ) which is also used when you walk around
- it is possible in the code to replace scene props before a siege (switch a good wall to a damaged wall, etc)
VILLAGE ENTRY POINTS
VILLAGE ENTRY POINTS - scn_village_#.sco0 - Player
11 - Village Elder
30-40 = Village Walkers
45 - Fugitive from Lord quest
Note: need to verify no entry points are missing
OTHER ENTRY POINTS
LAND BATTLE ENTRY POINTS - scn_land_battle_town_1.scoThese are the static scenes used when you choose to 'land and fight on a planet surface. You should not put entry points really close to the map edge since armies will spawn around you.
0 - player
1 - player on horseback?
4 - enemy
Note: need to verify no entry points are missing
Note: I believe some additional scene props are required to display your banner correctly, we'd need to review native scenes