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 Another question for you Reqium! View next topic
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Bahamut
The Unlucky SDF!
The Unlucky SDF!


Joined: 08 Oct 2005
Posts: 13

PostPosted: Thu Oct 13, 2005 12:58 am Reply with quoteBack to top

I don't understand how to get the descriptions and pictures to work, if you can further explain how to get those 2 right, I'd be grateful.. I did the description in the campaign text just above ghost, and I followed the format to the letter..
It doesn't show, and makes me sad.. since I really want to get good at this.

That was probabaly posted before, knowing my luck.. I couldn't find it. Sorry if you have to repeat anything =\

Thanks for any help Req,
-Bahamut

Past projects:
a squad in Brahmin Wood
Tanks at Bunker alpha(more than 1)
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requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes


Joined: 29 Oct 2002
Posts: 1820

PostPosted: Thu Oct 13, 2005 8:32 am Reply with quoteBack to top

You mean the characters text surely?

The file name of the picture and the entry in characters.txt must match the display name of the entity exactly, it's case sensitive.

So namedude = {} will match the display name dude

but nameDude = {} wont.

Same for the portrait, dude.zar will match but duDe.zar wont and make sure the portrait goes in gui\char.
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Bahamut
The Unlucky SDF!
The Unlucky SDF!


Joined: 08 Oct 2005
Posts: 13

PostPosted: Thu Oct 13, 2005 2:02 pm Reply with quoteBack to top

....Wow.. You, sir, are a fallout genius

All praise RFAS!
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Bahamut
The Unlucky SDF!
The Unlucky SDF!


Joined: 08 Oct 2005
Posts: 13

PostPosted: Thu Oct 13, 2005 2:06 pm Reply with quoteBack to top

Sorry for double post but, when naming a character for descript and that junk, do I need that CORE_ prefix?
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requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes


Joined: 29 Oct 2002
Posts: 1820

PostPosted: Thu Oct 13, 2005 3:29 pm Reply with quoteBack to top

Nope, but if you're going to be using a lot of the default character portraits you might want to use the corresponding display name so you don't have to include the portraits with your map.
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Bahamut
The Unlucky SDF!
The Unlucky SDF!


Joined: 08 Oct 2005
Posts: 13

PostPosted: Thu Oct 13, 2005 4:47 pm Reply with quoteBack to top

Thanks, I'm getting much better at this, I dunno if I got the desc right thougj, I'll have to check. Man, you reply fast.

Now I gotta learn how to use the blasted map editor to make my own.. But that'd take like forever since I can't make heads or tails of it cept placing recruits/vehicles.
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Bahamut
The Unlucky SDF!
The Unlucky SDF!


Joined: 08 Oct 2005
Posts: 13

PostPosted: Thu Oct 13, 2005 6:34 pm Reply with quoteBack to top

YET another question:
I want to make a terminal(dunno how) That once you enter a bunker, says something on the lines of Welcome to Bunker ##
and once you leave, it says Have a good day. I dunno how to make a terminal, or get the speech of it.. Any help at all other than use search would be helpful =)
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requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes


Joined: 29 Oct 2002
Posts: 1820

PostPosted: Thu Oct 13, 2005 7:31 pm Reply with quoteBack to top

Just make a new actor and set the race to 'object' or 'UniqueOther' then give it the sprite you want to use.

Speech, you'll need to read the tutorials on JJ's pages http://jj86tutorials.stgfc.com/ or the editor read me. But basically once you've set up your speech file you'll either need a trigger to force the speech or to set the terminal's click speech. Depending on whether you want the terminal to greet the player on sight or to say hello when they click on the terminal.

To greet the player on sight;

condition
player terminal can see human
human has more than 0 alive in terminal zone

action
force terminal to use speech node x


Or you could make a science terminal, or use an existing one and then when the player 'logs in' if you like;

condition
object script state of terminal is ticked
action
force terminal to use speech node x
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