Yes I thought about bartering but felt rather not since the player has to get certain other items from the terminals.But I just went for using specialized holodisks anyway.
How do you make a trigger count?You mean like actually counting 1, 2, 3 of an item if an actor gets them?
Search found 29 matches
- Sat Jul 02, 2005 7:27 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Wonderful news!
- Replies: 9
- Views: 7356
- Sat Jul 02, 2005 12:26 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Wonderful news!
- Replies: 9
- Views: 7356
well yes and other races.it would only be for the killscreen though so it doesnt really matter. I'm having a problem with making items disappear from inventory. I need some trigger so when the player works with some terminals he gives them an empty holodisk.Now the problem is if I use tagname the pl...
- Fri Jul 01, 2005 4:47 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Wonderful news!
- Replies: 9
- Views: 7356
- Fri Jul 01, 2005 9:27 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Wonderful news!
- Replies: 9
- Views: 7356
oh ok :D thanks ill go try it.i'm gonna make something so its possible to give different modified holodisks to robots to give them more stats and stuff.and modified chems for people. oh and im shure this sounds a bit noobish but is there an xp limit in the game?because i know characters can go well ...
- Fri Jul 01, 2005 5:33 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Wonderful news!
- Replies: 9
- Views: 7356
Wonderful news!
something just hit me like a brick wall.remember i asked how to make an npc use a consumable?NO NEED!just equip it yourself and use it on them :d:d:d this way its possible to give npcs better stats, hp, etc, etc.. i was looking for a way do to this, now i can get my guards to get a bit beefed up whe...
- Thu Jun 30, 2005 6:57 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
- Thu Jun 30, 2005 4:50 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
- Thu Jun 30, 2005 3:45 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
Ah too bad bout the doors.but i think i can work around it. Now i have an Extremely Importan Question that i just cant figure out: is it possible to have an item that is just in backpack, to give an effect, like increase stats, or skills?I havent found any way to get this to work, but i suspect i co...
- Thu Jun 30, 2005 12:16 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
Would it be possible to just make them both on the same mission, and just changing the singleplayerspawn to the second when some cvar is triggered or something?the idea is the second 'version' of the map would be on the same level but just far away with no tiles in between so it wouldnt be possible ...
- Wed Jun 29, 2005 6:16 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
I know, sorry but I usually have alot to say :) .So far, everything works fine, except for making people flee when the 'look pissed' note is used, but speecheventoccurred condition would probably do it.Now i'm gonna write more of the speech nodes, because obviously, there need to be alot of them wri...
- Wed Jun 29, 2005 3:09 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
actually i did that first with the vars, but found out if i simply use that last way i found, setting clickspeech to none, and immediately after set it to the one needed, it all works perfectly without any vars.even when ihave 2 equipped they get the 3rd node, then put one back in inv, i get the nod...
- Wed Jun 29, 2005 12:36 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
ok so it didnt exactly work like that it didnt overwrite the first note with the second but i came up with this ; if i have 'say hi' note equipped, it turns all npcs click speech to none, then to the reply.same for the other note.this way, they definitely overwrite eachother, cuz theyr constantly re...
- Wed Jun 29, 2005 11:59 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
well the notes work..so far.i use a trigger that when you have no notes at all equiped, npcs affected get their clickspeech set back to none, if i use a diff one for each, like when i dont have a 'say hi', to turn it all to none, then it cancels out any others.it doesnt matter because if i a)put it ...
- Tue Jun 28, 2005 6:43 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
actually i also use a var to start it, which starts at 'f', so as soon as you equip the 'say hi' note it goes to 't', and another trigger if the var is 't', to change the clickspeech to the one needed and put the var back to 'f', then trigger for if the var is 'f' and you have 0 'say hi' notes equip...
- Tue Jun 28, 2005 6:23 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Hello!->about a dialogue system that really works
- Replies: 14
- Views: 12510
well i might be able to deal with it but then i'd have to go back to fo1 because unfortunately i dont have fo2 :( but i still think some nice things can be done, i mean in the past 3 days every idea i could think of could be done.Your right about the rep, but what i thought was, instead of using tha...
- Tue Jun 28, 2005 4:26 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
I will dig damnit!with a wooden spoon if i have to.although the more i try to do the more limitations i find...Still, i will keep digging.btw, about the speech only firing once, i think when i tested it first what i did was unequip the note and re equip it, i think that made the speech fire again af...
- Tue Jun 28, 2005 3:27 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
ah yes i see, ok by now ive done some more experimenting and i have some more questions : 1.If you use speech occurred, this is only activated once?so you cant use 2 different triggers where the same speech event is a condition? 2.I've tried setting some of the lines of the speech nodes to give a di...
- Tue Jun 28, 2005 2:35 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Very Important Questions
- Replies: 27
- Views: 22123
- Tue Jun 28, 2005 2:28 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Hello!->about a dialogue system that really works
- Replies: 14
- Views: 12510
Ok as far as i can tell the 'add' and 'subtract' timer do exactly the same as 'set' timer; they 'add' TO and 'subtract' TO...What you can have with timer and timer stop together is a variable that you can set to any number triggered by anything you want at any time but if the damn functions would wo...
- Tue Jun 28, 2005 1:51 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Hello!->about a dialogue system that really works
- Replies: 14
- Views: 12510
well everything with just the notes works fine.havent tried matching them up yet, because of been busy with something else, and it seems to be impossible to get working. If you put a 'stop timer' behind every timer change, you have a sort of variable that you can add and subtract to.the problem is, ...