Just to be sure that this worked with things other than Forced Speech, I changed the Force Sppech trigger to change the Tagged recruit's Player when the same conditions were met. I changed her player index to 2, which was a hostile one and had the squad set on Aggressive, so a slugfest broke out once she had changed player. :twisted:
This along w/forced speech could easily be used to set up an arrangement like the one between Vic and his daughter in Vault City in FO2 where Vic would turn hostile if you or one of your henchmen killed his daughter. In order to avoid the pitfall of the Ma Baker situation in Coldwater in the FoT core campaign, you'd simply have to use the "Player Kills" condition rather than "Quantity Unit/Player". (She'd need to be set up on her own Player Index, though.)
Incidentally, speaking of Ma Baker, I had an idea on how to handle a situation like that a bit better than a simple "'Ma_Baker has less than 1 Alive at Anywhere" trigger. The problem with this was that if you were clever and got the gangers to kill her
for you - there is a grenadier nearby who serves this purpose quite nicely - your character still got the same Rep penalty as having simply walked up to her and pulled the trigger. (Well, not quite, since you then didn't have to butcher her companions, nor did you get the penalty for having opened up on innocents.)
My solution is to use two conditions
both a Player Kill as well as a Quantity Unit Condition to offer two outcomes. You could then set up the speech and/or debrief to have the following outcomes:
- 0 player kills + 1 Quantity Unit Dead = the player arranged an "accident" for the target.
- 1 Player Kill + 1 Quantity Unit Dead = Cold-blooded assassination in front of everyone and their grandmothers.
You could then assign a more realistic set of Rep penalties, perhaps even letting the player get away with murder in the first case. After all, we're talking about Reputation here, and not Karma. If no one perceives a crime, there's no "cosmic bank account" to debit.
Cheers,
OTB