Questions for a Map/FOT:R?

Going back to a previous post on silenced weapons.
field blank and either punish the player if they have less than 1 weapon tagged equipped or reward them if they have more than 0 weapons tagged equipped.
How exactly would I setup these triggers for multiple silenced weapons at once? I have the triggers setup for one weapon but I an a little unsure as to how to construct them so that multiple silenced weapons i.e. 7 or so could be used.
 
How did you set up the trigger for one weapon? Because the triggers should already account for multiple usage. Basically that was the drawback of scripting for silent kills, unless you are using an actor with a tagname, or set the condition to a specific zone then if the player wanted to use a silenced weapon the whole squad would need to equip them.
 
Conditions
Code:
Target has equal to 1 death at  killzone
Human has less than 1 itemstaggedequipped CustomColtSD

Actions
Code:
Play Sound: Alarm.wav
Set Guards to Waypoint at Guards_Waypoint1

So do I just need to give all the silenced weapons the same tag-name?
 
Basically and you want to download or make a silencer sprite and attach it to a generic item which they also have to have equipped. Otherwise say they are out of ammo for the silenced weapon then they'd just need to have it equipped in the inactive slot and could kill the target with anything.

Though that in itself wouldn't stop the player using another character with normal weapons as long as one character has the silencer and one character has the silenced weapon.

Another way is to give a tagname to all normal weapons and do it the other way around, Human has more than 0 items tagged equipped gun at killzone. As your campaign has unsilenced unique weapons (the upgrades) then those tagnames would also be needed to accounted for in the condition.
 
Alright, thanks for the help.

New questions:
1. Is there a way to change what items the player starts with?
2. How do I setup keys and corresponding doors/switchs...etc?
3. Is there a trigger to check for a certain skill level before using a terminal?
 
1. Only by editing the items into something else. Which will change all instances of those items in game, so if you still want the original items you'll need to make a copy with a slightly different file name and add it to the QM's list, containers and actor's inventories etc.

2. Keys/switches and doors just need to have the same tagname to work together.

3. You don't need a trigger, make the terminal a science switch, they have a field 'science difficulty'. Just edit the entity when you place it on a map and you can set it to the minimum level required.
 
Is there a trigger/action setting that would allow mutiple enemies to not attack/see the player when shot with a tagged silenced weapon?
 
Not for not see no, but for not attack you can try modifying the triggers I posted before for the poison attack

Condition
team x has more than 0 is alert at anywhere.
player has more than 0 items tagged equipped at anywhere (or less than 1 items tagged equipped silencer etc)
Action
change team x alignment to team 1 to 0, (or try changing the player priority aggression to 0 if they are already hostile?)
 
Do you think the enemies have no sense to feel where the bullets come and can't see you in the day time?

In real combat, if you killed each guy with every single shot in long range, his friends may not see you.

I think it needn't use in mod.
 
After an actor being shot, the attack AI kicks in and execute checking out attacking direction routine. I haven't found any set player priority or move state will override that checking-out routine.

I have limited success with the following setup. Basically to prevent the checking-out routine to happen for the attacked actor's teammates.

Raider A, B, and C are set about > 4 standard tiles apart (1 standard tile seen in the View -> Show Poly)
Raider A, B, and C are in player raider.

--------------
Trigger 1 - Silencer on
--------------
Condition
--------------
player human has more than 0 items (silencer) tagged equipped at anywhere

--------------
Action
--------------
Set player raider priority communication to 0


--------------
Trigger 2
--------------
Condition
--------------
player raider has more than 0 is alert at anywhere.
player human has more than 0 items tagged equipped at anywhere

--------------
Action
--------------
Change player raider alignment to player human to 0.

========
Scenarios
========
If human shoots any raider with no silencer equipped, the raiders will follow the gun sound. I suspect the communication priority default is level 5.

========
Scenarios
========
If human equips silencer, the communication priority is 0 for the raiders. At communication priority level 0, actors won't communicate with each other about 3~4 tiles away if shot.
If human shoots a raider with silencer equipped, only the raider being shot will follow bullet direction (which is semi-realistic).

Once the raider is dead, the nearest living raider to the corpse will go and check out the corpse.


========
Problems
========
Nearest living raider checking out the corpse;since the raider is neutral to the human, raider will not find enemies near the corpses and return its original task. Overall, this is semi-realistic to real world scenario.
 
ryuga said:
player human has more than 0 items tagged equipped at anywhere
Did you forget the tag name when typing that out or did you intentionally leave the tag field blank? If it's intentionally blank just having armour equipped would satisfy that condition (if the npc is alert).

I can't remember, does the 'is alert' condition still work if the npc is already on a hostile team?

VF you can also try using the can see condition, though the npc doesn't have to be facing the player for that to fire. I also suggest putting zones around the target or limiting the triggers to certain zones (down side alleys, around cover etc) or checking for stances. You are far more likely to be spotted firing a silenced weapon standing in the middle of the street than crouching behind cover or hiding around a corner in ambush.

Ryuga if you've got the map still set up can you try adding a wait action and then change the alignment back to hostile and see what happens. If the player is attacking an enemy camp you don't want the npcs neutral to the player. It would look odd and play havoc with the player's reputation.

Edit I just remembered something about communication, something to do with player index argh nope sorry I've forgotten it again. Maybe something to do with different player indexes on the same team. Ryuga were all the raiders on the same index? What happens if they have different player indexes but are on the same team?
 
requiem_for_a_starfury said:
ryuga said:
player human has more than 0 items tagged equipped at anywhere
Did you forget the tag name when typing that out or did you intentionally leave the tag field blank? If it's intentionally blank just having armour equipped would satisfy that condition (if the npc is alert).
I left out the name by accident. When the item name left blank, the editor auto choose a name from some pool of tagnames...

The good news is equipped item condition includes armor, but the armor needs a tagname.


requiem_for_a_starfury said:
I can't remember, does the 'is alert' condition still work if the npc is already on a hostile team?

Yes.


requiem_for_a_starfury said:
Ryuga if you've got the map still set up can you try adding a wait action and then change the alignment back to hostile and see what happens. If the player is attacking an enemy camp you don't want the npcs neutral to the player. It would look odd and play havoc with the player's reputation.

We can remove the 2nd trigger which turns the raiders to neutral. As long as the teammates do not get alerted (through communication or closeness to the attackers), they won't move.

On the side note, I couldn't reproduce the 3~4 tiles => no response with 0 communication priority anymore. I did modify the map a bit, but after undoing what I thought were the delta since my last post, I couldn't get that 3~4 tiles. I was actually setting the map for mapping out the relationship between communication priority level and tile distance where teammates are alerted. It seems there are other factors or I made some mistakes. There were some randomness of % of alerting between each level of communication priority, but the relationship seems linear.


This is what I found before things felt apart. The alerting level is 100% at tile 8and is 0% at tile 12 for communication priority level 4.

CP = Communication Priority
CP #Tiles
0 4
1 4
2 4
3 8
4 12
 
Leaving the tag field blank works even when there are no tagnames used on a map at all. Used with the items tagged condtion is a good quick way of forcing the player to remove all their goods if you want to strip them of their items without needing to tagname everything. Unfortunately used with tagname equipped also includes armour which is a pain.

I dimly remember that communication priority worked different for allies and same player index. If two actors were on the same pi then both could become alert despite being on the opposite sides of a map but two actors on the same team but different pi was much more dependant on range.
 
Is it possible for the player to create there own squad members...ingame similar to how they create there own characters?
 
I think it's impossible without FT tool ingame.

Unless, you create some items as drugs, some can add the charactor points of your team mates, some will reduce the points for ever.
it may not change the color and sex...but, you can edit most parts of the charactor.
 
Alright so I'm starting to prep the demo for release...is there a problem caused by installing FOT to the a drive other than the C:\ ?I thought I read something of that sort here at NMA but I can't seen to find it. Does anyone know if this will be an issue?

Also, I'm having a few issues with the npc's that I relocated, several of them crouch for no reason at all. I've posted an image of it here[/url].
Does anyone have an idea how to correct this?
 
Speech files don't tend to load for people on different drives if the mod was built on any drive other than C:\ unless they just happen to have FOT installed to the same location as the modder.

They might be crouching because of the racial ai settings.
 
Any fixes for the speech bug? I fixed the npc problem I forgot to check what their starting stance was set to. Also I'm trying to use the flamable entities i.e. oil drum to destory one of a door from the breakable door mod. It doesn't appear to be working even though the oil drum is set to deal expolosive damage. Does having two damage types effect this i.e. normal: explosive and special: knockdown?
 
Reinstall to C:\ and re link the text files.

And there was me not wanting to insult you by asking if you had doublechecked their stances. :facepalm:

Doors are magically immune to non weapon damage.
 
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