More Reaver issues...

Mapping & modding Fallout Tactics and reviewing maps thereof.
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requiem_for_a_starfury
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Re: Disguise

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:I really like the idea of the disguise though. Can you have the item working in the additional hand slot while still being able to use your weapon in the other slot? This would be perfect for some ideas I have in mind.
I don't know, I wanted the character in my Shootout at the Tripple H map to kill a brahmin and skin it, giving them the Brahmin armour which they could use as a disguise to get into the ranch. But the game didn't take any notice of them wearing the Brahmin armour. To be able to equip the armour in your hand slot you'd need to change it to a generic item, and then it wouldn't change your appearance.

Thinking about it there are two items carried triggers one which checks if you have the item in your inventory and the other which checks to see if you have it in your hand slot. Perhaps the way to go about it is to tag the armour the player starts the game with and then set up the trigger to see if they are carrying it in their inventory. You'd have to limit the amount of armour available up to that point in the game so that the player wouldn't swap out their armour before they got to the situation where they would need to be disguised. Or you'd have to make the disguise twofold, the armour which would be worn to change the appearance of the character and something like identity papers or dog tags which would need to be carried/equipped for the triggers to work, but as OTB says that would be a scripting chore and there's no guarentee that the player would continue carry the required items on the right people.
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RE:

Post by PaladinHeart »

I have one place in mind for this. Im going to have a turret/s that will kill the player unless they have some kinda scrambling device that keeps it from detecting them.

It will only work for one character. Plus that character has to disarm the turrets so the others can pass.

Shouldn't be too hard to script. Plus it should be fun considering they'll have to do all this just to get some armor just to get in some other place all so someone will give them an item.

Sounds a little complicated but I want to have quests withing quests within quests.. and when I see an opportunity for it throw extras in.

Guess I'll go work on that multiple map mountain.. ech.. the mountain tileset has to be the hardest to work with. I guess it just depends on how good you want your map to look though :)
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Re: RE:

Post by OnTheBounce »

[TBC]-PaladinHeart wrote:It will only work for one character. Plus that character has to disarm the turrets so the others can pass.
That is absolutely no problem since you can simply throw in a trigger that turns the turrets hostile if the PCs have >1 Alive at [zone].

If I may be so humble as to suggest a sprite for this device: there is one for a "Reaver Scanner" that may very well suit your needs. (This goes a ways in explaining the comments by Reavers in Junction City about Reavers making data sweeps and picking up nearby BoS activity...)
[TBC]-PaladinHeart wrote:Guess I'll go work on that multiple map mountain.. ech.. the mountain tileset has to be the hardest to work with. I guess it just depends on how good you want your map to look though :)
Ugh! Yeah, I'd have to agree w/you there about mountains being the hardest to work with. It's especially bad if you want to have plateaus integrated into your mountian so that you can place buildings or whatever on them. That basically means you have to have caps running around your moutain at a certain level, lest the occlussion data demons start playing tricks on you and allow shooting through solid areas. I built a mountain village, then scrapped the whole thing due to occlussion headaches and had to completely rebuild it. While I'm satisfied with the rebuild, that mission cost me some serious time.

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Re: RE:

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:Guess I'll go work on that multiple map mountain.. ech.. the mountain tileset has to be the hardest to work with. I guess it just depends on how good you want your map to look though :)
Mountains blah! : ( Just don't make them too complicated, I made that mistake, having lots of twists and turns, then found it an absolute nightmare to cap. So much so that the map got abandoned. The same goes for slopes, I wanted to put in a meandering dry river bed but trying to get the layers of the slopes to line up was just as bad.
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Re: RE:

Post by OnTheBounce »

requiem_for_a_starfury wrote:The same goes for slopes, I wanted to put in a meandering dry river bed but trying to get the layers of the slopes to line up was just as bad.
I cheat when it comes to slopes. I simply copy and paste one elevation to the next level, then shift the selection one to three tiles down, varying the number each time so as to avoid any sort of diagonal patterning. Of course, you will have to sit there and laboriously complete the areas around corners and you will always have to build the top and bottom layers seperately, but it saves about as much time as can be saved and still achieve something that doesn't look like arse.

I start twitching when I think of the backward side of slopes, though...

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Post by requiem_for_a_starfury »

It was the corners that I was having problems lining up, and when you have a meandering river there are a lot of corners to take into account. : (
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Post by OnTheBounce »

requiem_for_a_starfury wrote:It was the corners that I was having problems lining up, and when you have a meandering river there are a lot of corners to take into account. : (
:lol: Yes, I know what you mean.

Er...I suggest sticking w/straight irrigation ditches then. ;)

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Occlusion?

Post by PaladinHeart »

I hope I don't have any trouble with the occlusion data.. blegh. Well im going to try and take my time with this. I drew up almost 6 maps for a complex mountain area. After I get the first level done I may decide to do the next ones a bit... differently. Designing a map that keeps climbing upwards can be a real pain. And I agree about the caps, its a total mess having to put caps in between each mountain layer! ARG!

Ah well, time to go work on that some more.
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Post by requiem_for_a_starfury »

I've got an easy solution regarding mountains, we should set all new missions in Holland : )
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Mountains

Post by PaladinHeart »

Well I raelly shouldn't let the difficulty of a map influence my campaign. I want it to be REALLY good so im going to put forth that extra effort.

Of course I made my first map too small and there is no shaded border because the base of my map is down too far to extend it. Im not going to fix that though. A shaded border isn't really important anyways.
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Re: Mountains

Post by Max-Violence »

[TBC]-PaladinHeart wrote:A shaded border isn't really important anyways.
As long as you make sure the camera bounds is within the tiles, yes. If the camera bounds is outside the tiles, bad stuff can & will happen...
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Re: Mountains

Post by OnTheBounce »

Max-Violence wrote:As long as you make sure the camera bounds is within the tiles, yes. If the camera bounds is outside the tiles, bad stuff can & will happen...
Uh, do you mean like having vehicles accidentally drive off of the tiles and keep falling and falling and falling and...? Er, I think you get the idea.

When this happens Alt + X is your friend!

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Post by Red »

Haha, yeah that was loads of fun... I remember making a few maps with intended jumps in them... Pretty funky stuff, though not very usable in turned based :P
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Camera Bounds

Post by PaladinHeart »

Sounds pretty funky :)

My first map is completely closed off except for the exit so I doubt if anyone will have any vehicle problems.

It was just a lack of foresight on my part though. I doubt not haveing enough room to make a border on my other maps. The canyon/mountain map is looking pretty good but still lots of work to go.
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Post by Red »

Yeah, it was fun but it doesn't work with fallout really... "Secret areas you can jump into" sounds too Mario-Bros to me. It's still fun to try out though... I should make a Mario Kart port or something :)

I don't even remember the car exploding when falling from an obviously too high position either.
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Post by OnTheBounce »

Red wrote:I don't even remember the car exploding when falling from an obviously too high position either.
Nope, they sure don't. I had to install a guard rail on one map, otherwise it was too easy to drive off of an embankment. However, even after quite a fall the vehicle was undamaged.

While I'm not advocating "Jump Traps", having a map w/a damaged bridge that can be crossed w/a vehicle but not on foot might be worthwhile. It depends on how you handle it, I suppose. For instance, in the core campaign you could cross the "moat" around the SM operations center in St. Louis in the APC, but you weren't going to do it on foot.

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Halo

Post by PaladinHeart »

A map similar to Halo's final stage would be cool. Making big jumps, going through explosions, etc.. that the character/s normally would not be able to go through.
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