Faithful Dog
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Faithful Dog
ok, with all the talk about the character tag names and force speech and conditions and everything, i've started thinking about a lot of stuff that might be possible (hey, it's what i do).
ok, i know it's possible to have a character like dog meat in the game. he can be on your side, but you don't control him. the only thing i'm wondering about is if it's possible to make him appear in the missions you take (as if he was following you) without having to hide a clone entity in every mission, and have an entity spawn trigger.
i was kinda thinking that it might be cool to find a bounty hunter you can hire that has a dog following him.
ok, i know it's possible to have a character like dog meat in the game. he can be on your side, but you don't control him. the only thing i'm wondering about is if it's possible to make him appear in the missions you take (as if he was following you) without having to hide a clone entity in every mission, and have an entity spawn trigger.
i was kinda thinking that it might be cool to find a bounty hunter you can hire that has a dog following him.
"...Half a man's corpse laid on the hallway floor starring at itself,
probably wondering what had happened to the rest of his body..."
- Brothers Of The Dark
probably wondering what had happened to the rest of his body..."
- Brothers Of The Dark
- Jimmyjay86
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- OnTheBounce
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One problem with this that I thought of is that the Dog probably won't get any experience when opponents are killedif it's on another Player Index. You could set it up to award experience to the pooch when objectives are met, though.
Of course, you could simply ignore this issue. After all, Dogmeat never improved, either.
How are you going to get the pooch to follow the player, though? IIRC setting a Player Index to "Follow" doesn't work. (You're supposed to have a tagged item that someone is carrying that the entity will then follow, but I couldn't get it to work.)
OTB
Of course, you could simply ignore this issue. After all, Dogmeat never improved, either.
How are you going to get the pooch to follow the player, though? IIRC setting a Player Index to "Follow" doesn't work. (You're supposed to have a tagged item that someone is carrying that the entity will then follow, but I couldn't get it to work.)
OTB
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- Jimmyjay86
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OTB threw a wrench into the propeller:
Hmm, yes, that makes it trickier. I tried it the way I thought it would work and it didn't so I will play a little bit with OTB's concept.
How are you going to get the pooch to follow the player, though? IIRC setting a Player Index to "Follow" doesn't work. (You're supposed to have a tagged item that someone is carrying that the entity will then follow, but I couldn't get it to work.)
Hmm, yes, that makes it trickier. I tried it the way I thought it would work and it didn't so I will play a little bit with OTB's concept.
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*hehe* Sorry.
Something I thought of afterwards was: Does switching the dog's Player Index violate the "All Alive at Exit Grids" condition? After all, if "BoS Has All Alive at Exit Grids" is the condition that switches the dog's PI, then all of a sudden BoS doesn't have all alive at exit grids anymore. Maybe you could use a mission variable like "Mission_Complete" that switches the dog's PI just before the game goes to the World Map. Or maybe you could just let the player march the pooch into the exit grid.
OTB
Something I thought of afterwards was: Does switching the dog's Player Index violate the "All Alive at Exit Grids" condition? After all, if "BoS Has All Alive at Exit Grids" is the condition that switches the dog's PI, then all of a sudden BoS doesn't have all alive at exit grids anymore. Maybe you could use a mission variable like "Mission_Complete" that switches the dog's PI just before the game goes to the World Map. Or maybe you could just let the player march the pooch into the exit grid.
OTB
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Back when I first found out about Waypoint Follow I had this idea that you could give the Main Character a set of Dog Tags (remember that sprite, JJ86?) that was a tagged, generic item that you could use for things like this, hostage rescues, etc., etc. Unfortunately it didn't seem to work, so I snuffed the idea. Of course, I'd planned on putting a blurb in the ReadMe that said, "If you loose your dog tags, you will have to back up to a saved game where you still have them!"
Another thing I thought of that would be a problem w/the pooch idea: If you don't have any control over him, how are you going to keep him/her from initiating combat? That could get really sticky really quickly if the pooch charged in before your squad was ready, not to mention that it could lead to the pooch's untimely demise.
OTB
Another thing I thought of that would be a problem w/the pooch idea: If you don't have any control over him, how are you going to keep him/her from initiating combat? That could get really sticky really quickly if the pooch charged in before your squad was ready, not to mention that it could lead to the pooch's untimely demise.
OTB
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- Mad Max RW
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i tried that too, but what i'm looking for now is something like dog meat. having a dog in your team isn't practical (as otb pointed out) simply because of the fact that dogs can't climb ladders. in order to pass some stages, your team wouldn't be able to leave unless you killed your dog. if the dog wasn't in your team, then that would be another story.Mad Max RW wrote:hmmm....I've had a dog in my party since the game was released. Can control him, change attributes, levels, and works like a normal party member.
"...Half a man's corpse laid on the hallway floor starring at itself,
probably wondering what had happened to the rest of his body..."
- Brothers Of The Dark
probably wondering what had happened to the rest of his body..."
- Brothers Of The Dark
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I'm so enthused on the idea of having a dog available in the recruit pool that I'm simply making sure that it is possible to get out of a mission w/o having to climb a ladder. I simply didn't include one in the starting squad/recruit pool because I would have had to completely rework a mission to make it feasable since having the exit grid open at the start point would have knocked a mile-wide hole in the plot.War Bringer wrote:having a dog in your team isn't practical...simply because of the fact that dogs can't climb ladders. in order to pass some stages, your team wouldn't be able to leave unless you killed your dog. if the dog wasn't in your team, then that would be another story.
OTB
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I played the game all the way through with a dog and NEVER reached a dead end where he absolutely had to climb a ladder in order to beat the level. Unless you're talking about custom missions, which I never tried.
Here's what I did to get my dog working so that he actually made the game enjoyable:
First of all, I replaced the worthless medic guy Stitch.
Second, add lots of Agility, Endurance, and Perception. The dog is the ultimate melee-only fighter.
Here's what I did to get my dog working so that he actually made the game enjoyable:
First of all, I replaced the worthless medic guy Stitch.
Second, add lots of Agility, Endurance, and Perception. The dog is the ultimate melee-only fighter.
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funny enough, i replaced the same guy when i added my dog. what i looking for is one just to add a little... i suppose a little spice or extra to a character. a recruit/bounty hunter that comes with his own attack dog... what a fun concept. but oh well...
"...Half a man's corpse laid on the hallway floor starring at itself,
probably wondering what had happened to the rest of his body..."
- Brothers Of The Dark
probably wondering what had happened to the rest of his body..."
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Funny enough, WB hit the submit button twice!
Technically, I could use my powers as a moderator and delete the extra post, but I find the situation rather funny
Technically, I could use my powers as a moderator and delete the extra post, but I find the situation rather funny
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- OnTheBounce
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Eh, it was fun while it lasted
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- Mad Max RW
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WB double-posted, I saw it first and thought it was funny so I didn't delete the copy, but OTB had to go and be a poo-head and ruin the fun
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006