Getting rid of starting items.
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Getting rid of starting items.
Okay we'll probably end up duplicating this topic, but to carry on the conversation started in the news forum,
I've found that setting up triggers to get rid of starting items is only partially successful. Multiple triggers to remove multiples of the same item i.e. bullets only takes away one bullet. Also I've not been successful in getting the game to give away any item that the pc has equipped. For instance if you want to get rid of the leather armour you first need to change it to something the player can't wear, either another type of armour like SM or some other item entirely. To get rid of the mp5 works as long as the player starts with it in their inventory, otherwise it's best to change it into something else.
Of course if you still want to use mp5s and leather armour in the game you will need to clone them as OTB suggests and replace every instance that the original items appear (in containers, on actors) with the cloned version.
Edited by MV to link the suggestion by OTB that Req mentions
I've found that setting up triggers to get rid of starting items is only partially successful. Multiple triggers to remove multiples of the same item i.e. bullets only takes away one bullet. Also I've not been successful in getting the game to give away any item that the pc has equipped. For instance if you want to get rid of the leather armour you first need to change it to something the player can't wear, either another type of armour like SM or some other item entirely. To get rid of the mp5 works as long as the player starts with it in their inventory, otherwise it's best to change it into something else.
Of course if you still want to use mp5s and leather armour in the game you will need to clone them as OTB suggests and replace every instance that the original items appear (in containers, on actors) with the cloned version.
Edited by MV to link the suggestion by OTB that Req mentions
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- PaladinHeart
- Strider
- Posts: 747
- Joined: Sun Feb 02, 2003 5:28 am
- Contact:
Item Deletion
Could you not reserve the trigger and have the condition check for the bullets?
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Re: Item Deletion
I've tried that, unfortunately it didn't work[TBC]-PaladinHeart wrote:Could you not reserve the trigger and have the condition check for the bullets?
So far I've tried
Condition: Always
or
Condition: Human has more than 0 items tagged bullets
Then
Action: Give itemtagged bullet to unit test
I've tried preserving the triggers, I've tried single condition multiple actions, and single condition, single action multiple triggers.
I even tried blocking the action and waiting 1 second between each action.
Whatever I do though it only moves one bullet to the npc. : (
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- PaladinHeart
- Strider
- Posts: 747
- Joined: Sun Feb 02, 2003 5:28 am
- Contact:
Oh well..
Ah well, when all else fails just change the bullets, guns, etc.. into big meaty rocks :)
Change the armor into a rock too. Im sure the player would appreciate that ;)
Hey, rocks can have multiple uses you know.. like uhh.. yeah..
Just give em rocks. Im sure they'll appreciate the idea.
Change the armor into a rock too. Im sure the player would appreciate that ;)
Hey, rocks can have multiple uses you know.. like uhh.. yeah..
Just give em rocks. Im sure they'll appreciate the idea.
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
- PaladinHeart
- Strider
- Posts: 747
- Joined: Sun Feb 02, 2003 5:28 am
- Contact:
Just 80?
If 80 pounds is all they can carry then they're hurting. That's.. 4 strength with the small frame perk?