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Guest RES6CUE

How to make a event happen more often?

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Guest RES6CUE

if i have this script in front of me, wat should i change the Averg.Freq. value to??

im not sure how the numbers work thanks for the help..

- <EFPEventCarAccident>

<Enabled value="1" />

- <!-- AverageFrequency: average number of events per 10 minutes

-->

<AverageFrequency value="20.0" />

- <!-- SafetyRadius: in meters

-->

<SafetyRadius value="12.0" />

- <!-- LifeDrain: in Energy per tick

-->

<LifeDrain value="2.0" />

<Worth value="8.0" />

<SupervisorStart value="ID_SUPERV_EVENT01" />

<SupervisorFinish value="" />

</EFPEventCarAccident>

- <!-- DG

-->

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Guest RES6CUE

i kinda understand you with the numbers on that, does the higher the number make it happen more often like "10.0" or does a lower number make it happen more like "0.5"

Im new to the game so im trying to figure out how to make some events happen more often then others.

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Guest RES6CUE

okay have another problem. i edited the script and now no event happen at all heres wat it looks like

<freeplayparameters>
<MinDurationBetweenEvents value="110.0" />
<MaxIdleDuration value="10.0" />
<Seed value="0" />
<BuyFactor value="10.0" />
<SellFactor value="0.5" />
<GlobalEventFrequencyFactor value="1.0" />
<TimeSpeedFactor value="1.0" />
<StartBudget value="150000" />
<MaxBudget value="500000" />
<Earnings value="35000" />
<SquadPriceGrowth value="30.0" />
<MaxParkingSpace value="150" />
<InitialEventFrequencyBoost value="100000.0" />
<InitialEventWaitDuration value="20.0" />
<starttime value="11:30" />
- <Rating>
- <!-- Schwierigkeitsgrad (je höher desto schwerer)
-->
<UpperLimitEasy value="35.0" />
<UpperLimitMedium value="50.0" />
<UpperLimitHard value="75.0" />
- <!-- abbrechen wenn gesamtzustand im challengemode zu groß wird
-->
<ChallengeAbortRatingDifference value="100.0" />
- <!-- Einstellungen der Punkte
Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte
-->
<ScoreUpperLimitBonus value="0.0" />
- <!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht
-->
<TimeFactor value="0.0" />
<Factor name="Burning Houses" value="15.0" />
<Factor name="Burning Objects" value="8.0" />
<Factor name="Gangsters" value="10.0" />
<Factor name="Injured Persons" value="8.0" />
<Factor name="Dead Persons" value="5.0" />
<Factor name="Contaminated Persons" value="10.0" />
</Rating>
- <!-- score
-->
<InitialScorePerMinute value="500.0" />
<InnocentPersonWoundedPermanentPenalty value="75.0" />
<InnocentPersonKilledPermanentPenalty value="90.0" />
<InnocentVehicleShotPermanentPenalty value="75.0" />
<RegeneratePermanentPenaltyPerMinute value="0.001" />
<MaxScoreStepPerMinute value="1.0" />
- <!-- cheat penalties
-->
- <!-- penalty as soon as x spawns where blocked within the last minute
-->
- <!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/>
-->
- <!-- more spawns blocked than max are ignored
-->
- <!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/>
-->
- <!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1
-->
<CheatPenaltyMinTrafficJamRatio value="0.5" />
- <!-- highest value cheat penalties can reach (between 0=none and 1)
-->
<CheatPenalityScaling value="" />
- <!-- no longer used, will now be calculated using the worth values of the events
<BurningHousePenalty Basic="75.0" PerObject="0.0"/>
<BurningObjectPenalty Basic="50.0" PerObject="0.0"/>
<InjuredPersonPenalty Basic="75.0" PerObject="0.0"/>
<ContaminatedPersonPenalty Basic="50.0" PerObject="0.0"/>
<DeadPersonPenalty Basic="90.0" PerObject="0.0"/>
<DestroyedVehiclesPenalty Basic="30.0" PerObject="0.0"/>
<UnarmedGangsterPenalty Basic="75.0" PerObject="0.0"/>
<ArmedGangsterPenalty Basic="90.0" PerObject="0.0"/>
<HostagePenalty Basic="50.0" PerObject="0.0"/>

-->
- <!-- misc
-->
<ContaminationRange value="10.0" />
- <!-- in meter
-->
<TrainCycle value="240.0" />
- <!-- in seconds
-->
- <events>
- <!-- JH
-->
- <EFPEventFall>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="10.0" />
<Worth value="4.0" />
<SupervisorStart value="ID_SUPERV_EVENT17" />
<SupervisorFinish value="" />
</EFPEventFall>
- <!-- JH
-->
- <EFPEventShock>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="0.7" />
<Worth value="4.0" />
<SupervisorStart value="ID_SUPERV_EVENT18" />
<SupervisorFinish value="" />
</EFPEventShock>
- <!-- JH
-->
- <EFPEventCirculatoryCollapse>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="0.7" />
<Worth value="4.0" />
<SupervisorStart value="ID_SUPERV_EVENT19" />
<SupervisorFinish value="" />
</EFPEventCirculatoryCollapse>
- <!-- JH
-->
- <EFPEventFoodPoisoning>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="7.0" />
<Worth value="4.0" />
<SupervisorStart value="ID_SUPERV_EVENT20" />
<SupervisorFinish value="" />
</EFPEventFoodPoisoning>
- <!-- JH
-->
- <EFPEventHeartAttack>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="9.0" />
<Worth value="4.0" />
<SupervisorStart value="ID_SUPERV_EVENT21" />
<SupervisorFinish value="" />
</EFPEventHeartAttack>
- <!-- JH
-->
- <EFPEventStroke>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="8.0" />
<Worth value="4.0" />
<SupervisorStart value="ID_SUPERV_EVENT22" />
<SupervisorFinish value="" />
</EFPEventStroke>
- <!-- JH
-->
- <EFPEventFlashStrike>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor")
-->
<AverageFrequency value="90.0" />
- <!-- DamageRadius: in meter
-->
<DamageRadius value="25.0" />
<Worth value="10.0" />
<SearchDamageRounds value="100" />
<SupervisorStart value="ID_SUPERV_EVENT36" />
<SupervisorFinish value="" />
</EFPEventFlashStrike>
- <!-- JH
-->
- <EFPRandomFire>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="25.0" />
<Worth value="10.0" />
<SupervisorStart value="ID_SUPERV_EVENT33" />
<SupervisorFinish value="" />
</EFPRandomFire>
- <!-- JH
-->
- <EFPEventCigarette>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="3.0" />
- <!-- MaxDropDistance: in meter
-->
<MaxDropDistance value="10.0" />
<Worth value="10.0" />
<SupervisorStart value="ID_SUPERV_EVENT28" />
<SupervisorFinish value="" />
</EFPEventCigarette>
- <!-- JH
-->
- <EFPEventShopLifting>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.5" />
- <!-- IsArmed: probability in percent
-->
<IsArmed value="0.5" />
- <!-- VictimWaitTime: in seconds (time the victim needs to detect the crime)
-->
<VictimWaitTime value="3.0" />
- <!-- VictimMoveDistance: in meters (distance the victim moves out of the shop)
-->
<VictimMoveDistance value="4.0" />
- <!-- VictimWaveTime: in seconds (time the victim waves for help)
-->
<VictimWaveTime value="30.0" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT23" />
<SupervisorFinish value="" />
</EFPEventShopLifting>
- <!-- JH
-->
- <EFPEventCarTheft>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="50.0" />
- <!-- MaxRadius: in meter (max. distance between committer and car)
-->
<MaxRadius value="75.0" />
<Worth value="8.0" />
<SupervisorStart value="ID_SUPERV_EVENT02" />
<SupervisorFinish value="" />
</EFPEventCarTheft>
- <!-- DG
-->
- <EFPEventCarAccident>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="50.0" />
- <!-- SafetyRadius: in meters
-->
<SafetyRadius value="12.0" />
- <!-- LifeDrain: in Energy per tick
-->
<LifeDrain value="2.0" />
<Worth value="8.0" />
<SupervisorStart value="ID_SUPERV_EVENT01" />
<SupervisorFinish value="" />
</EFPEventCarAccident>
- <!-- DG
-->
- <EFPRabidDog>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.5" />
- <!-- Resistance against energy
-->
<Resistance value="10000.0" />
- <!-- MaxDistance: in meter (max. distance between committer and victim)
-->
<MaxDistance value="50.0" />
<Worth value="8.0" />
<SupervisorStart value="ID_SUPERV_EVENT15" />
<SupervisorFinish value="" />
</EFPRabidDog>
- <!-- DG
-->
- <EFPEventTrafficLightFailure>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="10.0" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT37" />
<SupervisorFinish value="" />
</EFPEventTrafficLightFailure>
- <EFPEventRailwayCrossingFailure>
- <!-- Bahnschranke defekt
-->
<Enabled value="1" />
<AverageFrequency value="0.4" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT38" />
<SupervisorFinish value="" />
</EFPEventRailwayCrossingFailure>
- <!-- DG
-->
- <EFPRowdy>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="2.0" />
- <!-- Resistance against energy
-->
<Resistance value="100.0" />
- <!-- MaxDistance: in meter (max. distance between committer and victim)
-->
<MaxDistance value="25.0" />
<Worth value="10.0" />
<SupervisorStart value="ID_SUPERV_EVENT10" />
<SupervisorFinish value="" />
</EFPRowdy>
- <!-- DG
-->
- <EFPBomber>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="2.0" />
- <!-- MaxDistance: in meter (max. way between bomb and bomber)
-->
<MaxDistance value="75.0" />
- <!-- MinBombTime: minimum seconds till bomb explods
-->
<MinBombTime value="90.0" />
- <!-- MaxBombTime: maximum seconds till bomb explods
-->
<MaxBombTime value="120.0" />
- <!-- Armed: probability in percent
-->
<Armed value="75.0" />
<Worth value="15.0" />
<SupervisorStart value="ID_SUPERV_EVENT14" />
<SupervisorFinish value="" />
</EFPBomber>
- <!-- DG
-->
- <EFPHostageTaking>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.5" />
- <!-- Time to send a flight car
-->
<TimeFlightCar value="300.0" />
- <!-- MaxDistance: in meter (max. distance between committer and victim)
-->
<MaxDistance value="50.0" />
<Worth value="10.0" />
<SupervisorStart value="ID_SUPERV_EVENT13" />
<SupervisorFinish value="" />
</EFPHostageTaking>
- <!-- DG
-->
- <EFPArsonist>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.5" />
- <!-- Time to next arson
-->
<TimeToNextArson value="60.0" />
- <!-- MaxDistance: in meter (max. distance between committer and victim)
-->
<MaxDistance value="50.0" />
<Worth value="15.0" />
<SupervisorStart value="ID_SUPERV_EVENT12" />
<SupervisorFinish value="" />
</EFPArsonist>
- <!-- DG
-->
- <EFPDemonstration>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="2.0" />
- <!-- MaxDistance: in meter (max. distance between committer and victim)
-->
<MaxDistance value="50.0" />
<MaxAttractRadius value="25.0" />
<MaxDemonstrants value="10" />
<MaxMolCockTime value="30.0" />
<CalmDownTime value="60.0" />
<Worth value="10.0" />
<SupervisorStart value="ID_SUPERV_EVENT11" />
<SupervisorFinish value="" />
</EFPDemonstration>
- <!-- DG
-->
- <EFPBankRobbery>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.0" />
- <!-- Time to stay in bank
-->
<TimeInBank value="15.0" />
- <!-- MaxDistance: in meter (max. distance between committer and victim)
-->
<MaxDistance value="50.0" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT25" />
<SupervisorFinish value="" />
</EFPBankRobbery>
- <!-- DG
-->
- <EFPPickpocketing>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.5" />
- <!-- MaxDistance: in meter (max. distance between committer and victim)
-->
<MaxDistance value="50.0" />
- <!-- Armed: probability in percent
-->
<Armed value="25.0" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT24" />
<SupervisorFinish value="" />
</EFPPickpocketing>
- <!-- DG
-->
- <EFPEventSuicideDrowning>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="2.0" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT26" />
<SupervisorFinish value="" />
</EFPEventSuicideDrowning>
- <!-- DG
-->
- <EFPEventSuicideTrack>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="0.8" />
<Worth value="5.0" />
<ChanceChangeMind value="50.0" />
<SupervisorStart value="ID_SUPERV_EVENT26" />
<SupervisorFinish value="" />
</EFPEventSuicideTrack>
- <!-- DG
-->
- <EFPEventSuicideWindow>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="0.8" />
<Worth value="5.0" />
<ChanceChangeMind value="25.0" />
<WaitingTime value="180.0" />
<WaitingTimeIncrease value="30.0" />
<SupervisorStart value="ID_SUPERV_EVENT27" />
<SupervisorFinish value="" />
</EFPEventSuicideWindow>
- <!-- AE
-->
- <EFPEventCivilcarDefect>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="2.0" />
- <!-- AverageTimeTillExplode (in sec. - 50% spreading)
-->
<AverageTimeTillExplode value="600" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT09" />
<SupervisorFinish value="" />
</EFPEventCivilcarDefect>
- <!-- AE
-->
- <EFPGasExplosion>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="9.0" />
<Worth value="15.0" />
<SupervisorStart value="ID_SUPERV_EVENT32" />
<SupervisorFinish value="" />
</EFPGasExplosion>
- <!-- AE
-->
- <EFPEventShortCircuit>
<Enabled value="1" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="2.0" />
- <!-- InjureInhousePersons: probability in percent
-->
<InjureInhousePersons value="50.0" />
- <!-- BurnHouse: probability in percent
-->
<BurnHouse value="50.0" />
<Worth value="10.0" />
<SupervisorStart value="ID_SUPERV_EVENT03" />
<SupervisorFinish value="" />
</EFPEventShortCircuit>
- <!-- AE
-->
- <EFPRunningAmok>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.0" />
- <!-- ReactionRange: in meters
-->
<ReactionRange value="25.0" />
- <!-- ShootRange: in meters
-->
<ShootRange value="20.0" />
- <!-- Spread: in degrees
-->
<Spread value="5.0" />
- <!-- ShootPower: in percent
-->
<ShootPower value="250" />
- <!-- ShotDuration: in seconds
-->
<ShotDuration value="1.0" />
- <!-- SightAngle: in degrees
-->
<SightAngle value="120.0" />
- <!-- - resistance agains shots: like in editor
-->
<ResistanceShot value="0.0" />
<Worth value="10.0" />
<SupervisorStart value="ID_SUPERV_EVENT40" />
<SupervisorFinish value="" />
</EFPRunningAmok>
- <!-- AE
-->
- <EFPBecomingMurderer>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="1.0" />
- <!-- MaxDistanceToVictim: in meter
-->
<MaxDistanceToVictim value="25.0" />
<Worth value="5.0" />
<SupervisorStart value="ID_SUPERV_EVENT39" />
<SupervisorFinish value="" />
</EFPBecomingMurderer>
- <!-- AE
-->
- <EFPEarthquake>
<Enabled value="0" />
- <!-- AverageFrequency: average number of events per 10 minutes
-->
<AverageFrequency value="0.5" />
- <!-- AverageNumberOfBurningHouses (50% spreading)
-->
<AverageNumberOfBurningHouses value="2" />
- <!-- AverageNumberOfInjuredPersons (50% spreading)
-->
<AverageNumberOfInjuredPersons value="5" />
- <!-- CameraShakeDuration (in sec.)
-->
<CameraShakeDuration value="10.0" />
- <!-- CameraShakeStrength
-->
<CameraShakeStrength value="30.0" />
<Worth value="15.0" />
<SupervisorStart value="ID_SUPERV_EVENT16" />
<SupervisorFinish value="" />
</EFPEarthquake>
</events>
- <cleanup>
<wait min="300.0" max="600.0" />
<choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0" />
<killedperson safetyradius="20.0" />
<deleteobject safetyradius="20.0" />
<deletewreck safetyradius="20.0" />
<unburnobject safetyradius="100.0" />
<restoreposition safetyradius_source="10.0" safetyradius_destination="10.0" />
<sliceablecar waitmultiplier="5" />
</cleanup>
- <climate initial="fair">
- <weather name="fair" changeduration="15.0" minduration="400" maxduration="800">
<fog intensity="0.0" color="ffffff" />
<rain intensity="0.0" />
<storm intensity="0.0" speed="0.0" />
<flash frequencyfactor="0.0" />
<sound name="" />
<sound2 name="" />
<transition state="light rain" weight="1.0" />
</weather>
- <weather name="light rain" changeduration="15.0" minduration="30" maxduration="90">
<fog intensity="0.1" color="7F7F7F" />
<rain intensity="0.2" />
<storm intensity="0.1" speed="0.1" />
<flash frequencyfactor="0.0" />
<sound name="" />
<sound2 name="" />
<transition state="fair" weight="1.0" />
<transition state="heavy rain" weight="1.0" />
<transition state="thunderstorm" weight="1.5" />
</weather>
- <weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F" />
<rain intensity="0.5" />
<storm intensity="0.1" speed="0.2" />
<flash frequencyfactor="0.0" />
<sound name="mod:Audio/Ambient/rain01.wav" />
<sound2 name="" />
<transition state="fair" weight="0.7" />
<transition state="light rain" weight="1.0" />
<transition state="thunderstorm" weight="2.0" />
</weather>
- <weather name="thunderstorm" changeduration="15.0" minduration="45" maxduration="145">
<fog intensity="0.4" color="606060" />
<rain intensity="1.0" />
<storm intensity="0.5" speed="0.4" />
<flash frequencyfactor="1.0" />
<sound name="mod:Audio/Ambient/rain02.wav" />
<sound2 name="mod:Audio/Ambient/thunder02.wav" />
<transition state="heavy rain" weight="1.0" />
<transition state="light rain" weight="1.0" />
</weather>
</climate>
</freeplayparameters>

Edited by Francis
Added code tags.
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it is because you have disabled some of the other events.

For some reason the game will stop hosting events if you disable one other event.

Change all the events you disabled from this:


<Enabled value="0" />

To this:


<Enabled value="1" />

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Guest jahatt

Also the mindurationbetweenevents up at the very top is "110" mine is only set at "15" so i think that could be and issue, try lowering the number so more events happen more frequently

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