How to get rid of those pesky starting items.

Mapping & modding Fallout Tactics and reviewing maps thereof.
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requiem_for_a_starfury
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How to get rid of those pesky starting items.

Post by requiem_for_a_starfury »

To remove the items that your character starts a new campaign with, open the entity in the entity editor, make a copy so that the item can be found later in the game (I normally put an underscore in the filename, so mp5sub.ent becomes mp5_sub.ent). Open the entity up again and under the collectable tab tick 'remove on exit'. Now when you start a new game the items will have disappeared. For good measure untick the 'lootable' box, if you don't you'll have find every instance where the item appears and replace it with the cloned version otherwise when you find more of the items they'll disappear when you leave each map. Then go to the level editor and put the clone of the item into the maps where you want them found.

Now someone will say but we knew that, I could kick myself when I think of all the time I spent playing with tagnames and give item triggers to get rid of the starting items. Grrrr!!!!
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Re: How to get rid of those pesky starting items.

Post by Max-Violence »

requiem_for_a_starfury wrote:Now someone will say but we knew that
I didn't know that.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

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http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Re: How to get rid of those pesky starting items.

Post by Forty-six & Two »

requiem_for_a_starfury wrote:Now someone will say but we knew that, I could kick myself when I think of all the time I spent playing with tagnames and give item triggers to get rid of the starting items. Grrrr!!!!
I thought of this a few days ago, I was gona ask if anyone else had thought about it sometime soon. Its a great method over the tagnaming.

I got the idea when I had renamed some of my entities names and of course the preplaced version of the entity didnt have its inventory items. I wasnt sure it would work the same way with the campaign starting script, but I guess it does then, which is great cause I wasnt looking forward to tagnaming every item and all that =). Of course this method has a bit of work in it as well, but its less messy.
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Post by requiem_for_a_starfury »

Well tagnames won't get rid of every item, the give items to npc trigger doesn't work with multiples of the same item and accordingly it doesn't always work on everyone's machine anyway.

I've been working on my weapons mod and wanted a way to get rid of the mp5 and 9mmball ammo, at first I just had everything non lootable, but if the mp5 starts the game in a hand slot it still shows and and can be used, you can even reload it with the non lootable 9mm ammo which is still in you inventory though invisible. Using the remove on exit command gets rid of it all, without the hassle of setting up umpteen triggers.

I would of posted last month but my pc went to the repairers and I forgot all about it until I started working on my mod again, but better late than never.
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