Makin' recruits: Some questions...

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Burnov
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Makin' recruits: Some questions...

Post by Burnov »

I was wanting to make some recruits of my own for the main FOT game. What text files do I need to make modifications to so that recruits will show up. Thus far I've figured probably characters, male, and campaign.txt in their respective places are probably required some entry or another. If you follow. I was just wondering if I missed any.

On a side note. For things to show up in the quartermaster's inventory, do I simply add an item or weapon entity to the definition list in campaign.txt?
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Post by Forty-six & Two »

tables - campaign - RECRUITS POOL DEFINITIONS

Just enter the file names and locations of your recruits like they did making the original campaign. The "missionXX;add;entities" part tells the game when to add the recruits to the pool.

The qaurtermasters part of the campaign file works the same way. With the add command and everything.

Good luck! And dont come beating me if I said something wrong... I think this is right =).
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Re: Makin' recruits: Some questions...

Post by OnTheBounce »

Burnov wrote:Thus far I've figured probably characters, male...
The characters.txt located at core/locale/game is used for the names and descriptions of characters. There is another file that controls whether or not the portrait for a character is available when creating a character. I don't remember the address to that one, though, since I don't have all of the core campaign material extracted at the moment. (The woes of having a 10.2 gig hard drive...)
Burnov wrote:On a side note. For things to show up in the quartermaster's inventory, do I simply add an item or weapon entity to the definition list in campaign.txt?
Yes, like 46+2 said, you just have to follow the format under the appropriate section of the campaign.txt file. However you will also need to open up the CAM file for your campaign, and update the appropriate section under "Tools". For this you can either select a specific type to import (e.g. QM List) or you can "Import Data" which will import all of the relevant data regarding QM list, 'cruits, etc., etc. In any case you will have to select the file to import data from through a dialogue window.

Note that you still need triggers somewhere in the campaign -- usually at a bunker -- to add the 'cruits and/or items to the appropriate pool. These are "Modify Recruits Pool" and (you guessed it!) "Add items to Quarter Master List".

Should you find yourself wanting to remove items from the QM list, simply had the quantity added be a negative number. Examples of this are found on the list, though, and the designers usually have the game subtracting 1,000 (or adding -1,000, depending on how you look at it) items.

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Post by Burnov »

Well shit. Sounds like more work than I'm willing to do.
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Post by Forty-six & Two »

Burnov wrote:Well shit. Sounds like more work than I'm willing to do.
Its not that bad man. Dont worry, its worth the effort if you really want to make something good =).
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