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OnTheBounce
TANSTAAFL
TANSTAAFL


Joined: 18 Apr 2002
Posts: 2257
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland

PostPosted: Thu May 02, 2002 11:57 am Reply with quoteBack to top

Max-Violence wrote:
Windowed speech, however, is all good. Even when the actor is a PC!


You know, although it's not as good as having underlings spout random lines and react to each other, this PC-using-Windowed-text has some intriguing possibilities, especially in a 20 mission campaign... :twisted:

OTB
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Max-Violence
Wandering Hero
Wandering Hero


Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Thu May 02, 2002 12:52 pm Reply with quoteBack to top

Um, how would you go about tagging an actor from a campaign? I thought that since actors can only be tagged from within the level editor, that triggerz that revolve around a particular actor can only be used in the map the actor "starts" in?

Or am I just late?
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OnTheBounce
TANSTAAFL
TANSTAAFL


Joined: 18 Apr 2002
Posts: 2257
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland

PostPosted: Thu May 02, 2002 12:58 pm Reply with quoteBack to top

Max-Violence wrote:
...triggerz that revolve around a particular actor can only be used in the map the actor "starts" in?


A while back I simply typed in a tag name for an entity that I added later, and when I was playtesting the trigger that depended on that item worked perfectly. I'm not saying that this will work, but I'm going to try it and find out.

If it works it could work on anything from simple speeches given by characters when they enter an area - like things Ian said in FO or Marcus in FO2 - to plot advancing cut-scenes.

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Max-Violence
Wandering Hero
Wandering Hero


Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Thu May 02, 2002 1:03 pm Reply with quoteBack to top

So, say I have an actor named Dude. I tag him "Dude" from within the entity editor and the level editor, and the tag sticks with him forever?

Sweet...
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OnTheBounce
TANSTAAFL
TANSTAAFL


Joined: 18 Apr 2002
Posts: 2257
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland

PostPosted: Thu May 02, 2002 1:08 pm Reply with quoteBack to top

Yes. All you have to do is assign him/her/it a Tag Name in the entity editor, then manually type in Tag Name in your trigger and it should work. It definitely did when I tried it in a SP mission.

I'm going to try it tomorrow, since I'm sick of editing/setting up the editors. I'm going to play my campaign through as far as I can. Before I start I'll add in a line for one of the characters to use when they get to a certain mission.

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Max-Violence
Wandering Hero
Wandering Hero


Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Thu May 02, 2002 1:14 pm Reply with quoteBack to top

Do share your discoveries, y'hear?
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OnTheBounce
TANSTAAFL
TANSTAAFL


Joined: 18 Apr 2002
Posts: 2257
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland

PostPosted: Thu May 02, 2002 1:28 pm Reply with quoteBack to top

Max-Violence wrote:
Do share your discoveries, y'hear?


Laughing REALLY FUCKING HARD Haven't I always?

I haven't posted any lately because I've run into some dead-ends.

For instance, I was working on something related to "Item Categories". By placing something other than "chems" into the "Category" field of an entity I found that the sound was altered. The different types of chems were supposed to make different sounds, depending on whether they were pills, injected, etc. Unfortunately getting the items to sort in the inventory needs more than simply editing the categories.txt. No solution = no sharing.

One thing that I will share that I was working on is setting up something like the entry into Sierra Army Depot (SAD) in FO2. For those of you who haven't played that game, it involves using a howitzer and a shell to blast open the gates. Well, to do this all you would have to do is...

  • Create a sprite for the howitzer.

  • Create a sprite for the shell.

  • Use the howitzer sprite for a switch entity.

  • Use the shell sprite for a key entity.

  • Have the gates locked so that you couldn't open them in any way.

  • Have an entity set up w/a destroyed version of the door.

  • Setup up an object script state trigger that moves the door out of view and the destroyed door into view when the switch is thrown. You could probably throw in an effect spawn trigger and a play WAV trigger to, to simulate the howitzer firing.


There, that's that.

Cheers,

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