suby's annoying questions

Mapping & modding Fallout Tactics and reviewing maps thereof.
Post Reply
subnormalx
SDF!
SDF!
Posts: 10
Joined: Fri Nov 18, 2005 5:16 am

suby's annoying questions

Post by subnormalx »

Hey again...

I'm makin my map kind of dark.. there are computer consoles around that the characters are intended to be able to use science skill on to turn on various lights ...

but ive set up a character selection stage at the beginning of the mission so i might not even take a character that has a science skill.. so im intending to put in flares in the mission to use as well...
I read somewhere that you can move light entities around... i was wondering if someone could help me out with that..

Im thinking some sort of mine type laying of a flare .. when its laid down and activated it'll light up the area... but disappear when picked up.deactivated

I'm going to go experiment.. but i'll probably take hours to get it working.. if ever..

Does anyone know the correct sequence of steps for something like this? How do u get light entities to move to an entity thats dropped/activated?
Whats this object script state thing?

I can't get the condition for a trigger to acknowledge when a objects been activated/dropped so it'll turn off/remove the glow that would otherwise stay on the ground where the flare once was?
subnormalx
SDF!
SDF!
Posts: 10
Joined: Fri Nov 18, 2005 5:16 am

Post by subnormalx »

Never mind,

I got it working... after a fashion..

I made lights move to a mine after it had been activated...

I read in the infrequent tips section that a remote det bomb didnt register under x = alive trigger .. so i tried that and it works with mines.. lights move to it...!

What is the object script state for though?
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Post by requiem_for_a_starfury »

The remote bombs do work with x = alive triggers, it's the Object Script State they didn't work with. OSS is basically an on/off trigger. Use them to turn on lights, open doors, or have other triggers fire if switches, lights or doors etc change their state i.e. go from on to off, etc.

There's an example of triggers for a throwing weapon used as a flare here.

Or if you want a flare that'll expire after a certain amount of time you can try this.

Start up
Condition:
Always

Action:

Set object script state of flare1-light unticked
Set 1 to timer flare1 descending
Stop timer flare1 descending
Set mission variable flare1-on to false
Set mission variable flare1-thrown to false
Set mission variable flare1-expired to false

Always move light to flare
Condition: Preserved
Always

Action:
Move unit flare1-light to flare1

Turn flare on when equipped
Condition: Preserved
All players have more than 0 items tagged flare1 equipped
If mission variable flare1-expired is false

Action:
Set mission variable flare1-on to true

Flare has been thrown turn on the light
Condition: Preserved
All players have less than 1 itemtagged flare1 at anywhere
If mission variable flare1-on is true
If mission variable flare1-expired is false

Action:
Set flare1-light script state ticked
Set mission variable flare1-thrown to true

Flare has been picked up turn off the light
Condition: Preserved
All players have more than 0 items tagged flare1
If mission variable flare1-thrown is true

Action:
Set flare1-light script state unticked
Set mission variable flare1-on to false
B Wait 1 seconds
Set mission variable flare1-thrown to false

Start Timer
Condition:
If mission variable flare1-on is true

Action:
Set 30-120 to timer flare1 and set descending*

Timer stopped turn off flare
Condition:
Timer flare1 has exactly 0

Action:
Set flare1-light script state unticked
Set mission variable flare1-expired to true
Stop timer flare1

As with the other triggers you'll need seperate flare entities, each with their own tagname and a seperate set of triggers for each. Once you equip the flare for the first time it starts the timer, but you can keep throwing it and picking it up as many times as you like until it burns out.

*Set the time to anything of course.

Oh if you add to the weapon mode the single laser light effect, the flare will light up as it travels through the air, but make your flare light red. :)
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
subnormalx
SDF!
SDF!
Posts: 10
Joined: Fri Nov 18, 2005 5:16 am

Post by subnormalx »

Fantastic!
I'm using flares now... thanks for that


I have another question though..

I've noticed when a npc changes player indexes to yours.. and becomes one of your squad.. you can't change the modes that specify when your player character fires (1% 33% 66% 95%) and auto fire or not fire unless fired upon, those modes, u can click on them in game but they wont change...
unless the player char in question levels up then everything starts working normally again..

Any work arounds known? Or is ther esomething I didn't do that I should have?
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Post by requiem_for_a_starfury »

Known bug, the only other ways to get it working are either to save and then reload or to go to the world map. I didn't know that levelling would sort it out as well, I suppose that we've all saved and reloaded at that point. Good work for finding that out.

Work arounds, in the mission briefing warn people that to get the sentry modes working they'll need to save and reload.

Or have the npc join on a neutral map or before you go to the world map.

Or now start the npc off a level below what you wanted them to be and when they join the player use the give experience trigger to immediately level them up.

Now I must go try this out.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
subnormalx
SDF!
SDF!
Posts: 10
Joined: Fri Nov 18, 2005 5:16 am

Post by subnormalx »

It was on a few of MaxViolences maps...

the deathclaw and prison ones.. the characters had that problem .. I got a little annoyed at it.. then had to just put up with it... then later on the mission the characters had leveled up and i discovered they were working properly..

I assumed it was the level up.. but at that stage i had probably saved and loaded too myself... Hope I didn't get your hopes up for nothing here.. !
Last edited by subnormalx on Mon Nov 21, 2005 11:39 am, edited 1 time in total.
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Post by requiem_for_a_starfury »

Are you sure that you hadn't saved and reloaded? As I've just tried it and the levelling made no difference I still couldn't change the sentry mode.

Edit. Damn! I hoped we'd got a decent fix for that for once.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
ApTyp
250 Posts til Somewhere
250 Posts til Somewhere
Posts: 2694
Joined: Wed May 29, 2002 1:59 am

Post by ApTyp »

Dude who plays FOT thse days anyway
User avatar
Retlaw83
Goatse Messiah
Goatse Messiah
Posts: 5326
Joined: Sat Jul 17, 2004 1:49 am

Post by Retlaw83 »

oh yeah, totally, fot's like four years old or something.
"You're going to have a tough time doing that without your head, palooka."
- the Vault Dweller
subnormalx
SDF!
SDF!
Posts: 10
Joined: Fri Nov 18, 2005 5:16 am

Post by subnormalx »

Me.


I play the other 2 occasionally too, but this is the one that its easiest for me to customize and add stuff to ...
User avatar
[HpA]SniperPotato
Desert Wanderer
Desert Wanderer
Posts: 518
Joined: Fri Dec 17, 2004 2:23 am
Location: Everywhere and Nowhere
Contact:

Post by [HpA]SniperPotato »

I do.
Fallout Tactics multiplayer: COOPnet and MegaCOOP map pack
Our Host!
Post Reply