Transfer of Inventory

Mapping & modding Fallout Tactics and reviewing maps thereof.
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xkcon
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Transfer of Inventory

Post by xkcon »

JJ or Max, or anyone, is there a way to strip the weapons from the squad? just like in Fallout2, at the begining, just before the test fight in the temple of trials, when your inventory is stripped from u and moved to the chest. i tried a few attempts at this but couldn't get it to work, is it possible? i tagnamed all guns, knifes to "weapons" and my trigger was :

if player has more than 0 standing in Confiscation zone

then give all items tagnamed "weapons" to unit "holder"

and i tried a few other approaches, but they didn't work...
any suggestions or Ideas?
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Post by OnTheBounce »

Did you set up weapon entities that have the Tag Name "weapons"?

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Jimmyjay86
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Post by Jimmyjay86 »

I know that transferring multiple tag named items will not work. Did you go through all of the triggers to see if there is something that will do that??
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Post by OnTheBounce »

Jimmyjay86 wrote:I know that transferring multiple tag named items will not work.
You have to set up a "give item" trigger for each and every one of them. If you want someone to give up 4 Rad-Xs, you have to copy the trigger until you have 4 triggers.
Jimmyjay86 wrote:Did you go through all of the triggers to see if there is something that will do that??
There's no trigger to strip things lock-stock-and-barrel from an entity. If you recall a while back someone wanted to have the items in the player's inventory at the start of the game stripped from the player. The solution was to tag name each and every possible item that the character could start with and then set up enough triggers to get rid of it all.

That's pretty ugly...

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xkcon
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Post by xkcon »

Ahh man... that just ruins what would've been one of my coolest missions for my campaign
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Jimmyjay86
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Post by Jimmyjay86 »

Well it can be done but probably not in a campaign. Given that you have a single map with a linear storyline and no level progression here is what you could do. Let's assume your story got to a point where your PC gets captured if he did something wrong. You would have two maps with everything the same. When the PC was captured it would switch to map2 and pick up where the PC was in jail and had to wait for a chance to escape. His entity would be a clone of the one in map1 except without an inventory. If the map was complex it would be tricky to make the transition with all of the needed campaign variables from map1 to map2.

But if the PC was in prison for a long time - a few years things would change on the outside world and you may not need to keep track of things that happened in map1.

Essentially that is what happened in Fallout 2. It was at the beginning of the game so no variables were really needed to keep track of things. So if you had it at the start of a campaign you could switch PC entitities without the player really knowing.
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