Questions for a Map/FOT:R?

Discussion in 'Fallout Tactics Modding' started by VFSniper, Apr 21, 2008.

  1. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Yeah, I'm using preserve and a variable to prevent the triggers from looping. Alright so with a little pointing in the right direction and editing of the triggers I resolved #2 on that list but I #1 is still a problem.

    I did determine however that if I re-upgrade the downgraded weapon not only is the original upgraded weapon still in my inventory but I get a second one also. It is quite weird.
     
  2. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Hmm most odd, could you post your triggers?

    Actually thinking about it, depending on how complex you've made things, you can get away without using variables.

    trigger (preserved) has parts
    condition
    speech 'upgrade' occurred
    player has more than 0 items tagged rifle
    player has more than 0 items tagged scope
    player has less than 1 items tagged rifle equipped
    player has less than 1 items tagged scope equipped
    action
    give item tagged rifle to npc2
    give item tagged scope to npc2
    b wait 1
    give item tagged scopedrifle from npc2 to human
    set click speech for unit npc1 to downgrade

    trigger (preserved) has upgraded weapon
    condition
    speech 'downgrade' occurred
    player has more than 0 items tagged scopedrifle
    player has less than 1 items tagged scopedrifle equipped
    action
    give item tagged scopedrifle to npc2
    b wait 1
    give item tagged rifle from npc2 to human
    give item tagged scope from npc2 to human
    set click speech for unit npc1 to upgrade

    That'll work allowing you to swap back and forth all day long.
     
  3. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Here are the triggers for the upgrade and downgrade that I'm using.

    Trigger Weapon Upgrade Sniper HK416 (preserved)
    Conditions
    If mission varaible 'downgrade' is '0'
    Human has equal to 1 itemtaggedequipped 416USI @ gunsmith
    Human has equal to 1 itemtagged hk416
    Human has equal to 1 itemtagged scope
    Human has less than 1 itemtaggedequipped hk416
    Human has less than 1 itemtaggedequipped scope
    Actions
    Give item tagged scope to B1_Giver
    Give item tagged hk416 to B1_Giver
    Wait
    Give item tagged hk416US from B1_Giver to human
    Entitiy GS_B1 will use speechnode GS_Finished
    Set variable downgrade '1'

    Trigger Weapon downgrade Sniper HK416 (preserved)
    Conditions
    If mission varaible 'downgrade' is '1'
    Human has equal to 1 itemtaggedequipped 416DSI @ gunsmith
    Human has equal to 1 itemtagged hk416US
    Human has less than 1 itemtaggedequipped hk416US
    Actions
    Give item tagged hk416US to B1_Giver
    Wait
    Give item tagged hk416 from B1_Giver to human
    Give item tagged scope from B1_Giver to human
    Entitiy GS_B1 will use speechnode GS_Finished
    Set variable downgrade '0'
     
  4. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    I'm presuming the highlighted line is a token or chit to get the upgrade done?

    You don't actually need variables with these triggers, just add a condition to each to prevent the player causing the feed back loop if they have both tokens equipped at once.

    Trigger Weapon Upgrade Sniper HK416 (preserved)
    Conditions
    Human has equal to 1 itemtaggedequipped 416USI @ gunsmith
    Human has equal to 1 itemtagged hk416
    Human has equal to 1 itemtagged scope
    Human has less than 1 itemtaggedequipped hk416
    Human has less than 1 itemtaggedequipped scope
    Human has less than 1 itemtaggedequipped 416DSI @ gunsmith
    Actions
    Give item tagged scope to B1_Giver
    Give item tagged hk416 to B1_Giver
    Wait
    Give item tagged hk416US from B1_Giver to human
    Entity GS_B1 will use speechnode GS_Finished

    Trigger Weapon downgrade Sniper HK416 (preserved)
    Conditions
    Human has equal to 1 itemtaggedequipped 416DSI @ gunsmith
    Human has equal to 1 itemtagged hk416US
    Human has less than 1 itemtaggedequipped hk416US
    Human has less than 1 itemtaggedequipped 416USI @ gunsmith
    Actions
    Give item tagged hk416US to B1_Giver
    Wait
    Give item tagged hk416 from B1_Giver to human
    Give item tagged scope from B1_Giver to human
    Entity GS_B1 will use speechnode GS_Finished
     
  5. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Thanks,
    Yes, the 416USI is an upgrade card, and I'll try what you suggested about the conditions for the loop. Any thoughts about #1?
     
  6. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    I set up those triggers in a test map and they worked fine, the rifle, upgrade and upgraded rifle were swapped back and forth with no problems or duplications.
     
  7. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    I guess that it could have somthing to with the fact that B1_giver has 20 HK416US Rifles, that way if the player finds more HK416's they can upgrade those as well.
     
  8. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Ah yes that there might be the problem I'm surprised that the player didn't receive all 20 rifles in one go.

    Probably the easiest way is to limit the upgrades to a few unique weapons, I'm playing JA2 1.13 and they have several 416s with different length barrels, or failing that one HK416, one M4A1, one LR300 etc. Weapons that are in very good condition compared to other rifles that the player might find.

    Then just copy the triggers for each weapon, adjusting the tagnames each time. I mean you can only use six at a time anyway.
     
  9. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    good point, it works fine now thanks.

    However is there a method to setup an objective that requires an NPC to be killed silently either with HTH or with poison i.e. like westin from fallout 2?
     
  10. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Using poison to kill someone doesn't require any setting up, it doesn't turn the target's friends hostile to you or affect your reputation.
     
  11. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Right, I know that what I meant was is there a way to force a player to kill silently via triggers or an objective?
     
  12. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    To kill by poison and complete an objective just have two trigger conditions;

    condition
    npc has less than 1 alive
    npc has more than # poison points/level.

    You can use the same method to allow overdose kills as well.

    For friendly/neutral characters it's easy to force poison kills, just have two trigger conditions;

    condition
    team x has equal to 1 deaths at zone y
    team x has more than 0 is alert at anywhere.

    Then whatever action is suitable.

    Allowing silent hand to hand kills is harder and requires the player to remove their armour and all weapons/items, which means melee weapons that should be silent wouldn't be allowed. It probably wouldn't take into account thrown weapons either. But you can have the trigger;

    condition
    team/unit has equal to 1 deaths at zone x
    human has less than 1 items tagged equipped at zone x. (leave the tagname field blank).

    action
    change team z alignment to team 1 to 0, (or whatever it was before)
    give 100 reputation points to human. (optional)

    Which will reset the rest of the friendly npcs on that team back to friendly or neutral relations to the player and counteract the negative reputation earnt from killing a neutral/friendly character.
     
  13. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    I'm looking for a way to make a given enemy, invunerable to everything but a headshot... Is that even possible?
     
  14. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Not that I can think of.
     
  15. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    I'm attempting to setup a perk like "Gecko skinning" in the Fallout 2, but I"m having some trouble trying to figure out how to make it work i.e. how to have critters don't have any inventory to critters that have pelts, guts...etc.

    Also I'm been toying around with the idea of NVGs but I can't quite figure out how to make then work. My idea so far is that when a player has the NVG equiped they get the nigth person perk and a boost to there perciption. I can't get the perk to apply though.
     
  16. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    You can't give perks.

    For gecko skinning use a similar method to the sleep/awake characters. Have some critters active with no inventory, some critters deactivated with the inventory and a check to see if the team has the perk then switch them.
     
  17. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Yeah, I'd sort of come to that conclusion. So no way to implement the "gecko skinning" thing on a global scale?
     
  18. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Only if the Geckos are only to be found in random encounters. You can turn off any random encounters with the 'skinless' critters and turn on encounters with the inventory carrying critters via triggers once the player receives the 'perk'. But you'll still have to set up two sets of critters plus triggers on each map the player might find the critters, rather than replace on of the perks you can just use campaign variables.
     
  19. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Alright, new question I'm trying to setup a claymore mine, which has a cone of fire and is detonated by remote. The only problem is that in-order to setup the mine to by remotely detonated removes the arc of spread options. Anyone know of a good way around this?
     
  20. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    None of the traps have a cone of fire. I can't think of any way to simulate a claymore, what's wrong with just using remote det packs?