Death03 said:
1.When a exist MP or SP map is opened,it's name maybe "wasteland" or something others,I know it can be edited when you create a new map,but how to edit it after you open a exist map?
I'm not sure, I hardly ever remember to fill it in in the first place. It only shows up in your saves anyway. The only way I can think of right now is to select all and save the map as a clip then make a new map adding the name and then import your clip.
Death03 said:
2.What will NPC type"looter" work?I've set the item tagname,and set that guy as a looter,but nothing happens when I placed the tagitem in front of him.
Edit Correction it only works if the item is in the inventory of a dead body. If someone, set to looter, see's a dead actor they'll run over to them and start doing magic hands low. If the dead actor has the tagged item in their inventory the looter will take it, but not always on the first go. It can take them several attempts before they actually remove the item, some times they'll walk away then go back and try again. IIRC The only items the ai will pick up automatically are throwing weapons, so if you want a npc to pick up an item off the ground edit it into a throwing weapon.
Death03 said:
3.Can corpse be moved away or removed from the game by your char,I mean,in maps you made,when you don't like other enemies know your action?If it can be done,how to make it?
You'd have to set a trigger to deactivate the player index the corpse is on. You can either do that on a timer so the body disappears after a few seconds or you'd need to make some sort of entity that the body has in it's inventory. Then using a trigger to check whether the entity still has the item or not, if not deactivate their PI.
If you've played Fallout then you'll remember the inventory item that was a picture of Tandi's head, perhaps make something like that, but of a generic corpse and add it to the inventory of the npc. Then when the npc is dead if the player takes the corpse inventory item the body will be deactivated. Then if the player drops the item you can use the move unit trigger to move the corpse to the item and then set it to stationery so that it becomes visable again. I'll have a look at my test maps and post the triggers later. The only thing is you'll need a seperate set of triggers for every npc, which will be a lot of work if your map is heavily populated.
Death03 said:
4.Can doors be destroyed by bomb or other things?
Yes, in the entity editor you'll need to tick the box to enable the door to be destroyed. But only two of the default door sprites have destroyed frames. So you'll have to download the destroyable door sprites I edited, you can get the latest versions from
here.
Death03 said:
5.I can't find child npc in the editor,do they exist in the FOT?
Thank you.
Nope.
Edit
Here are my triggers for moving a corpse, you'll have to set these up for every actor you want to be able to move so I'd save it for a certain few characters in important locations.
First set up the corpse item in the entity editor, I used the head of vault scientist for the sprite. You just need a generic item, the important thing is to give it a tagname in the entity editor. You'll have to make a copy for each actor that will need a corpse, and they will all need unique tagnames.
I set up a variable to determine if the actor is dead otherwise an unscrupelous player might pickpocket the corpse item and deactivate the actor that way. The example uses pi2 that refers to the actor's player index, tagname is player2, the corpse item is tagged p2corpse.
trigger 1
condition:
always
action:
set mission variable 'pi2 dead' to 'false'
trigger 2
condition:
pi2 has less than 1 alive at anywhere
action:
set mission variable 'pi2 dead' to 'true'
trigger 3 preserve
condition:
human has more than 0 items tagged p2corpse at anywhere
if mission variable 'pi2 dead' is 'true'
action:
deactivate pi2
trigger 4 preserve
condition:
human has less than 1 items tagged p2corpse at anywhere
pi2 has less than 1 items tagged p2corpse at anywhere
if mission variable 'pi2 dead' is 'true'
action:
move unit player2 to p2corpse
b wait 1
set pi2 to stationary at anywhere.
Of course you'll need to make the corpse item weigh a few lbs, no point making things too easy for the player. So how much do you reckon a super mutant weighs?