Variety of questions (probably ongoning thread)

won't there be a problem with the addiction effects becoming cumulative and taking your stats down each time you use it? till finally you are left with a character with 1 str and 1 per (which would be useless). Jet in FO2 had a ONE TIME permanent effect of -1 str, and -1 per.
 
xkcon said:
Jet in FO2 had a ONE TIME permanent effect of -1 str, and -1 per.
UNFORTUNATELY FOT works differently, and the character would only feel the full force of the cumulative effect if they didn't get their next hit. Or they'd have to start taking other drugs to offset the addiction effects.

Alternatively you could have two versions one with the permanent addiction affect which would be rare and provided early in the campaign and then the other version without an addiction effect which they'd have to keep taking. Either have both versions appear the same but remove the permanent one via triggers, from the rest of the game, once the player has found one. Or make one the drug proper and the non addictive version a booster.
 
req wrote
you could have two versions one with the permanent addiction affect which would be rare and provided early in the campaign and then the other version without an addiction effect which they'd have to keep taking. Either have both versions appear the same but remove the permanent one via triggers, from the rest of the game, once the player has found one. Or make one the drug proper and the non addictive version a booster.

it would be too hard to contain that scenario, ie: what happens when a new (fresh) squad member encounters jet on a later (into the campaign) map? the new squaddie wont have the permanent stat decrease and will be getting the wrong entity...

What can you tell me about the addiction duration? I tried monkeying with it, and set it to 999999999999, but after a month of walking, the character was free of addiction.

What about a system that works around some redundant stat or skill that we could manipulate with chems in order to flag individual squaddies with so called 'Jet Addiction' ?
 
Drug effect duration is IIRC in real time. I don't know what the maximum is, when I entered more than nine digits and clicked elsewhere it changed to a random number. Unfortunately while the effects might be in real time, travel on the world map is in game time and accelerated to boot.

Unless you replace one of the other drugs, or rename withdrawl using another stat/skill won't flag that the character is addicted. Even then only by using chems can you alter their stats and you'll still have the problem of cumulative effects.

Either live with the cumulative effects (which can be offset with other drugs) or make the jet and jet booster as I described, no switching required just make them two seperate drugs. There's still a problem of making the antidote, that would need a permanent addiction effect to reverse the negatives from jet and would still be cumulative and open to exploitation as it could be used to boost the stats of a non addicted character.

freepower said:
Just to check - do these figures work?
Yes.

freepower said:
How does penetration work?
Well... :oops: when the birds and the bees... :oops: ... :mrgreen: Isn't that covered in the manual? There is a formula posted somewhere but I can't remember it anymore.

freepower said:
Also, some weapons have a "default ammo variant" - does this mean all damage from this weapon takes on the properties? Thanks again, guys. :)
I can't remember to be honest, I think it might of been something along the lines of ammo selection when you reload via clicking the equipment slot and you have multiple ammo variants available. Then it would load the default variant in preference over the others, but if so I'm not sure that it works.
 
I seem to remember a really cool single player map, it was a really cool military base of some kind, with red and yellow force fields. Can anyone remember the map that I'm talking about ? or am I just hallucinating?

Also does anyone know where the target practice dummy entities from the tutorial mission are located in the directory structure? I can't seem to find them.
 
I think I used the custom forcefields in Deathground, IIRC they were done by EdtheMonkey. They might also be used in Awaken.

The dummy entity is in entities/characters/demo.
 
Thanks Req, for all the help. Now (as usual) I have another question for you, if you don't mind...

I know you can flag when a squaddie is unarmed, I use it in various places in my mod to force a player to remove his equipped weapons and armor, but can you flag when the player goes from unarmed to armed (equipping any weapon)?

If not, I might consider forcing the player to wear boxing gloves to discourage cheating in my fight circuit. drug testing is no problem, because I can use overdose points as a flag to determine is a fighter is 'using'.

I remember monkeying around with this, but not being able to come up with anything... is it possible?
 
This might be what you want, it checks if you have anything inventory at all. Have a zone in an area the player has to walk through.

PLAYER has more than 0 ItemsTagged **(leave blank)** at ZONE.

You can then do whatever you want, play a sound, have a guy come out and start yelling at you, whatever.
 
Yeah xkcon just try reversing the tigger condition that you were using but have it player has more than 1 items equipped if you want to allow armour.

Alternatively you can give all weapons tagnames (perhaps for different weapons classes) and have various triggers to fire if they have other than any allowed weapons equipped.
 
Ok now that I'm finished working on my current map, I will take the time and test this again. If you guys say it works than maybe I was doing something wrong when I tried it earlier. I'll try it out (again). Thanks again for all the help.

And now for the next round of questions...

Firstly, If I edit the 'campaign.txt' file how many prefabs can you have the player choose from? can you select from more than 5 or is that the limit?

Second, What is the maximum number of squaddies you can have on screen under your control. (I'm talking about NPCs that join your squad)
I've had it up to 9 squaddies my self. what is the limit?

What can you tell me about how poison works? Can you make a poison item that lasts forever and is incurable?

And lastly, How do timers function in Turn based mode. I've built my mod exclusively in CTB mode, so I'm curious about Timers in turn based mode.

And again thanks for all the help guys.
 
No limit on prefabs, no limit on followers though more than 6 becomes a chore and you might run into problems if you have any recruit masters.

Poison as a chem you could try making the poison effect permanent by unticking the is temporary effect box. Incurable, just don't have any antidotes. Poison as special damage on weapon entities hardcoded.

Timers in TB, this might change between individual tb and squad tb, at the end of squad tb I'm sure the timer starts moving when you press end of turn. In individual tb either at the end of each actor's turn or at the end of the sequence, they work similar to vehicles IIRC.

Edit. ITB the timer changes between 0-3 seconds after each character's turn. I can't remember if the no change is due to sequence or not. In STB the timer changes during your opponents turn, I can't remember if the amount of time is affected by the number of enemy entities taking action.
 
Back
Top