Some questions about FOT map making

Death03

First time out of the vault
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?
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.
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?
4.Can doors be destroyed by bomb or other things?
5.I can't find child npc in the editor,do they exist in the FOT?

Thank you.:-)
 
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? :)
 
Thank you very much.:-)I will try it in my map.

I think the corpse item can be "put" into the enemy's inventory when he is killed by set a trigger,then it will prevent pick corpse item.But I'm not sure of it.Can it be done like this?

Another foolish question,what will entity"waypoint_dir" work?

Thank you.

A super mutant corpse.........Hmmm.....we need another mutant to help~~~:-P
 
Death03 said:
I think the corpse item can be "put" into the enemy's inventory when he is killed by set a trigger,then it will prevent pick corpse item.But I'm not sure of it.Can it be done like this?
Nope, can't be done, you can't just give items to either the player or npcs, they have to come from someone's inventory .You can only transfer inventory between the player and an npc or an npc and the player not npc to npc. There's two things you could do but neither work as well as the variable to check if the npc is dead. The first is to equip the corpse item in the npc's second handslot, this will prevent the player from stealing it, but sometimes when the npc dies their equipped items don't always transfer to their inventory (you can drive the Looter AI crazy with this :) ). Or you can make a clone of the npc (just copy it) with the same inventory plus the corpse item, start it off dead and deactivated. Then when the npc dies move the clone to it's position, deactivate the npc and then set the clone to stationery anywhere. This would also require a lot of triggers and the npc would appear to disappear then reappear and it wouldn't take into account how the npc died.

Don't forget the heavier an item the harder it is to pickpocket. That plus the variable to check if the npc is dead is enough in my opinion. Though you could add another trigger

trigger preserve

condition:
human has more than 0 items tagged p2corpse at anywhere
if mission variable 'pi2 dead' is 'false'

action:
? (well you could give the player a warning message and then end the mission, or deduct reputation points etc)


Death03 said:
Another foolish question,what will entity"waypoint_dir" work?
waypoint_dir is a directional waypoint, so if you've set a path which the npc follows, but halfway along the path you want them to turn and check a computer, for example. Then in front of the computer you'd place the waypoint_dir and adjust the animation rotation field so that the arrow points towards the computer. At the bottom of the entity edit you'd use a pause time and an action, magic hands for example. So when the npc is following a waypoint path they'd reach the computer, turn and face it and appear to be adjusting something then they would go back to following the path.
 
Oh,I see.

How to set ai type"follow" to make it work?I used to set an ai follow my char(I've set the follow unit name),but it takes no action...:-(

What will happen when you give two or more entities the same tag name?I mean,when a trigger is set for the tag name?Will the action happened on all of them or only the trigged one?

When your first char died the game will over,how to prevent it(when you don't hope so)?

Sorry for so many questions....
 
Death03 said:
How to set ai type"follow" to make it work?I used to set an ai follow my char(I've set the follow unit name),but it takes no action...:-(
It won't the follow action only works on npcs, so if you want a guard that patrols with a guard dog you can set the dog to follow the guard rather than the waypoints.

If you want an npc to follow the player without being under his control set up a waypoint say player_wp_00, waypoint index 0 next waypoint 0 and tagname it, say player_wp and the player 'player#' (# being 1-6). Then use the move unit trigger

Trigger preserve

condition:

always

action:

move unit player_wp to player#

Then whenever you want an npc to follow the player just set them to waypoint player_wp.

Death03 said:
What will happen when you give two or more entities the same tag name?I mean,when a trigger is set for the tag name?Will the action happened on all of them or only the trigged one?
If multiple entities have the same tagname the action will affect all of them, the engine doesn't really like multiple entities with the same tagname and in some instances can do funny things. Especially when moving inventory items between a player and npc. From the npc to player works most of the time, but from player to npc it'll only move one of each tagged item.

Use tagnames on multiple actors, only when you need to use a trigger that doesn't use the PI. And only use tagnames on multiple inventory items, when you want to count how many an actor or the player has. Otherwise use seperate tagnames for each actor or item.

Death03 said:
When your first char died the game will over,how to prevent it(when you don't hope so)?
There isn't really anyway to prevent it ending, you can try adding a check to see if the player has only a few hitpoints left and then transfer them to a different pi before they die (assuming you've got another team member still alive), but that might end the game itself.

Edit

Yeah you can swap the main character out without automatically ending the game, I was forgetting that Max-Violence always used to do that in his mini-campaigns to force people to use his custom character. The trouble with doing so to prevent the game ending on the death of the main character is that you'd have to do it befor the character's hit points reach 0 otherwise the game will still end. You can set a trigger that'll swap them out if they reach 1 hit point or get below a certain amount say 3hps. But if say you have 8 hitpoints left and get killed by a burst doing 47 points of damage the fail condition will kick in before the character is changed out.
 
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