Thanks. That is honestly the first time I've fucked up like that. Although I once accidentally x-fered a topic to the wrong forum and couldn't correct the mistake because I didn't moderate the forum I had sent the topic too...Stevie D wrote:LOL, not to worry, OTB. Shit happens.
Okay, let's get back on track then. (BTW, feel free to start another thread, so we don't have to clutter up
Okay, I'm not sure why you're saying that we have a "limited number of indeces" to work with -- are you referring to Teams? -- but the situation is useful regardless.Stevie D wrote:The player index question went something like this:
Since the number of player indeces we have to play around with is limited, I was thinking of using JJ86's method of having a generic 'neutral' index (for citizens; neutral, but important characters, etc.) and a generic 'aggressive' index into which I could dump any neutral characters that get pissed off with the PC (rather than have the entire neutral index attack the PC because of one, isolated event.)
It's a great idea, and I can see how to use it if the player manages to fulfill certain pre-set conditions (like clean out a gambler beyond a certain point, after which the gambler gets pissed off). But what if a trigger-happy PC wades in guns blazing? Would it be possible to run a trigger like:
IF Player attacks Character_Magee THEN switch Character Magee to 'Aggressive Index' AND return 'Neutal Index' to neutral sympathy towards 'Player' Index?
Tag Names are very important and are the crux of what you're wanting to do. If you're going to have a single index for a large number of actors, you can simply assign Tag Names to the various subdivisions among that index. For instance, you could give your gamblers a Tag Name, as well as all of the people in the General Store, etc.Sacred FoTEd ReadMe wrote:Tag Name is used to track specific actors and entities. Can be used in triggers to select a single special actor in an otherwise normal player index. It is also used to link keys to doors and switches to anything else. More in the trigger section.
These Tag Names are then used in conjunction with Quantity Unit triggers -- [Tag Name] has less than 100% hp at [Zone Name] -- that have an action of Change Player. You may want to throw an additional Condition of "Quantity - Player Kills" so that it's the BoS that has to kill the people, and not the stray fire from the enemy.
Alternately, don't be afraid to use loads of Player Indeces and have the Teams set to the following:
- BoS: 1: -; 2: -10; 3: 5; 4: 0
- Enemy: 1: -10; 2: -; 3: -10; 4: 0
- Friendly: 1: 5; 2: -10; 3: -; 4: 0
- Neutral: 1: 0; 2: 0; 3: 0; 4: -
I've used this a couple of times in some of my missions. For instance, I have a battle raging between two factions in a town in one mission. In certain areas I've set up the friendlies and enemies out of LoS of each other, but in some areas I've set them up in plain sight of each other. In the latter areas I simply have a condition that the BoS enter a certain Zone and the indeces that the warring factions are on are switched from the Neutral to the Enemy and Friendly teams (who are hostile to each other).
You could also simply have triggers w/Quantity - Player Kills set up with Switch Team actions. BTW, any kills scored after the hostile entities are switched to at hostile team/index will not affect the PC's Karma/Rep, so if you're looking to have the player suffer for his action in this department you will have to trigger a loss of Rep.
I think that about covers it. If not, let me know.
:oops:Stevie D wrote:Psst, QUOTE, not EDIT, OTB
OTB