Making critters lootable after killing them

Discuss the creation and scripting of new fan-made games and mods for the Fallout series of games.
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I Must Be Crazy 2
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Making critters lootable after killing them

Post by I Must Be Crazy 2 »

Does a corresponding critter's *.pro file have a byte that determines whether the player can loot its dead corpse once it dies?
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ColJack
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Post by ColJack »

i'm prety sure you just change it to useable.. in the flags bit... but scince i'm only guessing, don't take my word as gospel
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Red
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Post by Red »

Isn't it lootable by default?
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ColJack
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Post by ColJack »

rats and stuff aren't..
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Red
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Post by Red »

Probably hardcoded in their "types" (ie: robot/biped/quadruped) or something.
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ColJack
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Post by ColJack »

there's an option in the instance editor bit to set them to useable..
maybe you have to give them an inventory?
I Must Be Crazy 2
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Geckos and Fire Geckos

Post by I Must Be Crazy 2 »

You can loot silver Geckos and Golden Geckos, but you cannot loot Fire Geckos. By killing a Fire Gecko, you will raise your number of Gecko kills by one, as you would by killing a silver or Golden Gecko. Thus, I am thinking that a 'Lootability byte' might exist in the *.pro files. Or is lootability coded for in the corresponding script for the certain critter? Perhaps in the 'destroy_proc' procedure?
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ColJack
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Post by ColJack »

just had a look in the editor at a rat.. it's proto has critter flags..
one of which is _drop.. and when you go into set the flags, it asks..
cannot be stolen from?
cannot drop items?
...
and so on. so my guess is that you have to edit the proto and set it to?? ( erm if it asks "cannot be stolen from ?" and the answers are yes and no.. which is one to set it so it can be stollen from.. since "no, it cannot be stolen from" means it cannot be stolen from, and "yes, it cannot be stolen from" also means it cannot be stolen from.. )
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Red
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Post by Red »

For the "kill count" that's not it, since the kill count is actually set from within the scripts.

I checked and it is indeed the "Can't be stolen from" flag which toggles it! I'm rather baffled by this since I didn't expect it...
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Post by SeanDMan »

It's in one of the Fallout bibles I believe, they said that they had intended to make the Fire Gecko skinnable, but ran out of time/motivation.
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Post by ColJack »

are you possitive it is the "cannot be stolen from" tag, or is it the "cannot drop items" tag..???

although, stealing brings up the same screen as the looting screen..
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Red
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Post by Red »

Yeah I am.
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ColJack
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Post by ColJack »

fair enough...
just making sure..
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Red
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Post by Red »

Remember that me being "postive" still doesn't mean I'm right. Though I like to think I am, I'm not infallible.

Given some wack coincidence hapenned when I checked my own stuff out, say I chose two critters which had a thrid bit (flag) set somewhere I didn't notice, and when toggling it I also accidently toggled that other bit and it hapens that it's actually this other bit I didn't notice which triggered the whole thing, my whole concept might be wrong...

Though I highlly doubt all of that, it's still a possibility - and it has hapenned before...
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Post by backstabber »

I think it's the pickup_p_proc, it is defined only in gecko's scripts. The rats or mantis scrips don't have this proc.
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