Supermarket Idea (NEED HELP)

UltimateMarine

First time out of the vault
Well, hi, this is my first post in NMA. :D Hmm, but I've done quite some mapping. If u seen my works online on Gamespy, its called Lost Celestial, its a multiplayer FALLOUT TACTICS RPG map. Yep, so I got this idea, its a supermarket idea by one of my pals (Cromwell)'s map. Hmm, but the I faced many problems when I tried to modify the original idea.

See, the idea is to allow PLAYERS/ACTORS to enter the Supermarket, and then buy stuff off there. Hmm, so u tink people might not pay for the goods and escape. But there was a trigger made to counter it. First, player CARRIES tagged more than 0 tagged items to the ZONE (which is near the entrance), the doors closes.

Thats where the problem comes in, when the door closes, the PLAYER still holds the item and the trigger is set on PRESERVE mode, so the trigger is being triggered again, but this time, it OPENS the doors.

So, the 2nd problem is if I eliminate PRESERVE, I cant have the supermarket's alarm system to work ALL the time, means it only nabs one player but the map is intended for MULTIPLAYER use.

As I was wondering can someone maybe make a dummy map and show me? Or teach me the triggers, cuz' I really really suck at triggers VERY badly.

Well, chill out and peace out. :D
 
You want to have items dotted around the map but you don't want people to be able to exit unless they've paid for the items? How were you planning to differentiate between paid for and stolen goods?

I'm not sure what triggers work in multiplayer and what don't but you'd need to set up a variable i.e. 'goods paid for', so if player has x amount of goods and shopkeeper has 0 amount of dosh then the variable would be false. In a seperate trigger have if variable 'goods paid for' is false and the player is in the exit zone then lock the doors.

The only problem is this wouldn't take into account the prices, you'd need a seperate trigger for virtually every item on sale.

Actually I'm not sure if this can be done in multiplayer, how does multiplayer handle the player index for the different human players?

Edit Okay this is how I'd set it up in singleplayer, though whether this will also work in mp I don't know.

You need to set up a start up trigger

Condition:

Always

Action:

Variable goods_stolen is false
Variable goods_purchased is false

Then you need to give some money a tagname i.e. money :) and set a zone up near the exit i.e exit zone. You'll also need to give the doors a tagname i.e. doors :)

Now you need several triggers

the first checks to see if the player has taken any goods and paid for them.

condition:

player 1 has more than 0 items tagged goods (each item would need a different tag name and you'll need to set this trigger up for each tagname) at anywhere.

player 2 has less than 1 items tagged money at anywhere.

Action: set variable goods_stolen is true

Then you need a condition to lock the doors/sound alarm or whatever

condition:

player 1 has more than 0 alive in exit zone
Variable goods_stolen is true

action:

lock/unlock doors is locked (I forget the exact wording but the action will just ask for the tagname of the doors and you need to put a tick in the lock box).

Now you need a trigger to pay for the items

condition:

player 2 has more than 0 items tagged money.

action:

set variable goods_purchased is true


and one to unlock the doors

condition:

player 1 has more than 0 alive in exit zone
variable goods_purchased is true

action:

lock/unlock doors is unlocked.

All these triggers except for the start up trigger should be preserved.

The trouble in multiplayer, is does every human player have the same index number? If so you might not be able to do this, I'm presuming the shopkeeper is a human so they'll need a seperate player index to the other players (or a tagname, you can set this up using tagnames and the unit condition.) Also once the shopkeeper has some money the doors will be unlocked and the alarms turned off, so the shopkeeper will need to put the money directly into a container every time they get paid.

Edit Actually thinking about it, you wouldn't want to preserve these triggers, instead you'd need a set for every item and every player and combination thereof. Otherwise if a player bought a gun and some bullets from the supermarket then went out and used up the bullets when they went back to buy some more then the triggers would assume that they've stolen the gun, especially if they didn't find anything they wanted to buy and if the shopkeeper put the money in the till before the player had left the supermarket, the stolen goods trigger would probably be reset preventing the shopper from leaving.
 
Yeah, haha, I was thinking the same, if they had the items paid, then they went back, booM! LOL. Another thing, if I have to make sets, its gonna bust because the good pt of RPG on multiplayer is free-will play... So if u gonna make sets, its gonna ruin some features of it...

Yes, they do have the Player Index definitely. But how it works is the TEAM. Yep, different teams. Meaning each player might be in a team, if the amount of players is more than the number of teams, players play on the same team as someone else.

Well... If i guess it fails, its gotta be the editor's limitations...

I just gotta accept the fact... :(

Well, if possible Requiem, would u like to see wads RPG is like online on gamespy. But I doubt so, cause if u do really know alot about the Fallout Tactics community, the community is split up into two MAJOR grps, RPGers and 10kers. So there are lots of hating around these two groups. The biggest Irony is that im in the longest standing clan called HpA who are known to be against RPGs but yet my friend, (the clanleader) allows me to play RPGs.

If possible, take a look at the triggers in my map or maybe help to think of possiblities. There are simple ones, but there are real good ones like the anti-inventory which is made by one of my good pals. But there are some bugs to that, u CAN actually bring items into the map... IF u know how... :P

Heres the map : www.geocities.com/neoatheat/lostcelestialv2.4.zip

If u think of downloading from DaC or Nma-fallout's map page, its gonna be REALLY OLD and buggy... haha take that link.

Thanks for the help and attention, its really appreciated esp. the RPG community in FOT, trying to revive FOT's RPG style. :P

Well, I'll try those triggers. Thanks alot.
 
Basically you need to set up the triggers for every possible combination of items on sale for every player that can join the map. It's a lot of work, a simpler way would be instead of an automatic anti-shoplifter tag (which is basically what you're trying to set up), have an alarm switch which will shut and lock the doors. Then have all the goods laid out and if someone takes something and doesn't pay for it then it's up to the shopkeeper to notice that there's an item missing and hit the alarm preventing the thief from leaving. Then they can ask to search people (barter?), so you'll have a chance to steal stuff, and there will be a chance to get caught. Once the shopkeeper is satisfied that all goods have been paid for they can turn off the alarm and unlock the doors.
 
Yep, i think thats the only way, making the entrance far away from the counter and the items. So the owner has time to react to the theft. heh :) Thanks again.
 
Well there's one thing you can do to make it easier for the shopkeeper, set up some automatic doors that only open from the one direction. That way you can have a entrance one side of the building and the exit near the till, and when the alarm goes off it locks both doors.

It needs a bit of scripting but not as much as the security tags, pm me your email and I'll send you a test map so you can see how it's done.

Edit Thinking about it there is one way you can use the triggers I've posted above, give all the items the same tag name, forget about the triggers for paying the shopkeeper, just treat all the items on display as just that display items. Keep the real merchandise in a container that only the shopkeeper can reach and have it so that the players have to hand over the display items, or just tell the shopkeeper what they want to buy, if they try to leave with the display items then use the some of the above triggers to lock the doors and set off the alarm (and throw a switch), then have the switch on a preserved trigger which the shopkeeper can use to turn off the alarm and unlock the doors. You can go one step further and create a whole bunch of generic items that have the sprites and display names of the items for sale but are otherwise valueless.
 
Back
Top