SR2 Activity LUAs?

Hmm....that is unfortunate. But, what if we were able to tap into the same system that manages the random survival calls in Saints Row 3? Surely they must have a trigger before they'll begin to send the calls, and if we couldn't work the mission system to emulate LCPDFR, then perhaps that is a viable alternative? I'm just talking the stuff that spawns random encounters in LCPDFR, except instead of getting a call to arrest a mugger or settle a domestic dispute, you'd get calls to eliminate streakers and stop a pirate/ninja gang battle :p At least that'd be a good start to such a mod, IMO.

Then again I guess perhaps now that we're not strictly talking the mission/activity system, this might be the wrong topic for this discussion?
 
I know a lot less about those systems. It sounds like what you're talking about is related to city takeover, which I really don't know a lot about the internals.
 
It's cool dude, I'll just have to take a wait and see approach on this one =) I wanted to try my hand at it and I wanted to test the waters, so to speak, and see if it was even possible. I've never made a mod before and I am notoriously lazy but I still wanted to see just in case I feel inclined to try it.
 
The survival calls are all managed by the diversion system which, like activities, is heavily code/data driven. There's really no way to leverage that to do much of anything mod wise. That's something that will be an unfortunate refrain with the SR code. The only thing that is hooked into scripting that anyone can really work with to create gameplay will be within the confines of mission scripting and the various restrictions that go along with that.

There is some minimal scripting that occurs while not in missions (which you'll find in the sr2/3_city.lua file) but few if any of the systems that all the scripting functionality needs really work in those cases.
 
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