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Mechstorm's Complete Map Making Tutorial or MCM for Short. Covering Mechwarrior4, Mechwarrior4:BK and Mechwarrior4:Mercs. If you have any questions feel free to drop by our Mechstorm Editor/Scripting help Forum after you have registered on our forums.

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Culturals (Noncoms).

Culturals or in this case Noncoms can be found in the Resources window listed under Culturals. You can place them like any other building or unit but to work they require the Memory cells be set correctly. Here is a list of Cells and there values.

Cell 0: This has accepts 3 values. 0 = fidget, 1 = trace, 2 = flock
The latter 2 values require scripts to work.

Cell 1: Movement Area this noncom should try and stay in.

Cell 2: Use for the Trace option, 0 = trace clockwise, 1 = Trace counter clockwise.

Cell 5: Noncoms speed.

Cell 7: Height a bird should fly at, 50 is about right. This may not work client side.
If you use this information and test this client side please let me know if it works.

Cell 8: Noncom type, 0 = People, 1 = Creature.

Cell 9: Determines the creatures appearance, See the chart below for Cell Values. You can choose between 4 creatures and 1 people texture using this Cell.

Working Fidget Settings for all Noncoms.

You can copy these directly into your own noncoms and they will work. Just remember to choose a colour as explained below.

Cultural Cell 0 Cell 1 Cell 2 Cell 3 Cell 4 Cell 5 Cell 6 Cell 7 Cell 8 Cell 9  
Bird 0 50 0 0 0 100 0 50 1 0  
Lizard 0 50 0 0 0 100 0 0 1 1  
Ape 0 50 0 0 0 100 0 0 1 2  
Deer 0 50 0 0 0 100 0 0 1 3  
People 0 50 0 0 0 100 0 0 0 1  

When choosing a Noncom to place on the map you will notice that there are large and small versions. These do not make any difference. You will get the same sized creature no matter which one you pick. Also you will notice there are Artic, Swamp and Desert versions. These determine the colour of the Noncom.

Flock and Trace

I wrote 2 scripts to make the Noncoms use the flock and trace functions but I found these did not work. The editor would not even remember they had scripts attached to them when I reloaded the mission into the editor. Basically the script box was empty after the first reload or the mission.