information fields, and computers

MagnumOpus

First time out of the vault
is there a way to create information fields for entering passwords and such? i thought that perhaps with some clevar entity work the barter system could be used for entering numbers if a computer were tagged as a merchant, but i was hoping for something more like a computer interface. would it be possible for me to create custom graphics for a terminal with a gui that would pop up when i clicked on a computer entity similar to the way the barter interface pops up when you click on a merchant? i've seen how speech trees will support yes/no choices between player and npc on jj's tutorial page. could that system be manipulated to support an information field that would only accept specific values, and give access to more dialogue if the proper information were entered such as a username, and or a password?
 
Yes, it could be used. A high enough intelligence could be used to guess the password and username, or a successful Science check. If you want to do a keycard-type access, look up the Librarian from Macomb. He uses a script that checks for when his glasses are in his inventory.
 
Custom gui nope. Passwords yes, numeric codes yes.

There's no need to get as complicated as the yes no system or even using bartering. If you use a computer terminal that's a switch it can require a key. The key could be a sheet of paper with the password written on it.

If you want the player to interact more, having to guess the numerical code then hide a remote det pack off screen. Set it's frequency and then set up a trigger to check if it's alive. Then make a detonator with what ever image fits the story, to enter the code the player has to enter the right frequency into the detonator.

If you want the player to have to guess which is the right password or have to give the password to an actor rather than a switch, make a generic item for your password. Give it a tagname and then set a trigger that checks if you have an item tagged equipped with the condition set to change the target actor's speech node.
 
thanks guys that was exactly what i wanted to know. :D the way you described using the remote detonator is very clevar, and it also poses more questions. could i give the item i set as the remote detonator (which would probably be the pipboy because i wanted to have it as a useable item in the game) a speech tree of its own so that it could have a list of functions in addition to entering numeric passwords? also, lets say i create a level filled to the brim with robots in very large clusters that the player could not possibly defeat without cheating. lets say stored in a data file somewhere on that level is the frequentcy that certin robots operated at. could the player use that frequentcy to trigger a change in the ai for robots with specific tags causing them to a: shut down b: become hostile to all other robots not operating at that frequentcy, or c: temporarily join the players party if there were less than six squad members on the players team? i thought this could be particularly useful in the following situation: the player needs a locked door open to progress farther into the mission. because there is no key or passcode that will open this door the player needs assistance from an entity that exists in an area that the player cannot reach. the player would have to use the proper frequentcy to gain temporary control of a robot. the player would then use the robot to perform actions that would activate a trigger that would open the door.
 
On The Bounce deserves all the credit for the idea.

Use several different det packs each set to a specific frequency and each with a different tagname. I suggest you copy and edit the existing det pack and make a version that does zero damage, otherwise if you place them too close together then you might set off a chain reaction and kill them all at once. Setting off all your triggers.

Actually if you make a zero damage det pack, changing the sprite to something approptiate, you can place it on the map activated. Give it a descriptive display name and then the player can use their science skill on it to learn the correct frequency.

Whether you give this version the tagname for the triggers or not is up to you though if the player disarms it then the frequency will be lost.

One drawback to this system is that the player doesn't have to use your pipboy remote but can use one of the defaults. So give yours a tagname and have it as a condition of the triggers that the player must have more than 1 item tagged equipped.

As for robots attacking those on a different frequency you'd have to set each group on a different player index, and then have the triggers change their team to an ally of the player/hostile to the other frequencies. For the one joining your party you'd change the player index, take look at the pipboy special encounter. Though there is a bug that prevents an actor from following waypoints if they've been under the player's control and then changed to a different player index.
 
thank you again for thoroughly answering my questions. i wil be building my own campagn once i get a good understanding of how everything works, and i may try to enlist the help of some of the modders from this site. im currently testing a team i've built for the hardest difficulty setting. i started them all out pretty uber, and im whitteling them down each time i play through the game so that i can make my mod challenging, and fun. im also working on a map called the black market that will feature drug dealing, slave selling, special one of a kind weapons, and upgrades for robots that cant hold convetntional weapons like the security bot which is one of the members of the team i created. i really like the map editor because of the precision it allows for building complex archetecture. i really wanna do a road warrior vehicle battle on a long narrow stretch of road. im such a big fan of those movies. anyways im just rambling. i look forward to discussing the how to's of the game with you guys in the future.
 
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