Respawn

Mapping & modding Fallout Tactics and reviewing maps thereof.
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PaladinHeart
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Respawn

Post by PaladinHeart »

I don't know if the game is capable of this or not but I might have use of it. Is it possible to have an entity respawn with all of its equipment, etc.. after dying? How could I set this up?

I know that you can put multiples of the same entity type but how would I revive a dead entity? Or is there a way to spawn multiples of the same entity without having to place them on the map beforehand?
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requiem_for_a_starfury
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Re: Respawn

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:I don't know if the game is capable of this or not but I might have use of it. Is it possible to have an entity respawn with all of its equipment, etc.. after dying? How could I set this up?

I know that you can put multiples of the same entity type but how would I revive a dead entity? Or is there a way to spawn multiples of the same entity without having to place them on the map beforehand?
Not that I know of, dead is dead unless you took advantage of the bug OTB has found in revisiting maps. If you didn't want to set up hundreds of clones of an entity then probably you'd need to set triggers to either deactivate the entity and/or move them off the map to where a negative-deathtrap was waiting to heal them (finally got that to work BTW, re-installing FOT turned out profitable in the end) when their hitpoints fell below a certain level, then moving the entity back onto the map and reactivating them. I'm not sure the minimum time you'd need to do this, several seconds at least, so they'd appear to disappear and reappear. Re-equipping them would be a lot harder since the give item to npc commands don't move multiples of the same item. I suppose it really depends on the situation you want to use this and what you feel up to scripting. If you could control the area where the entity would mostly likely meet their doom, then you could just activate a negative-deathtrap in front of them.
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PaladinHeart
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Negative Deathtrap

Post by PaladinHeart »

Would the negative deathtrap restore the entity to life or are you just saying to use it as a healing device?
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Multiple Entities

Post by PaladinHeart »

I will probably just go with the deactivated multiple entities. 100 sets or so should do. I'll just script in a reason for the process no longer working beyond what is implemented. I'll put in as much as possible, until I get unreasonably sick of doing so, or until the map starts to lag considerably.
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Post by Max-Violence »

You also might want to add some triggers to deactivate the dead entities after a certain amount of time (so that the PCs can loot the corpse(s), assuming you want them able to). I had some serious lag issues with Rebellion3 -- the big culprits were (literally) dozens and dozens of Deathclaw/DC babies lying dead on the ground and the corresponding blood that came out of 'em. There's not much (if anything) we can to do "clean up" the blood, but cleaning up corpses is easy.
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Post by requiem_for_a_starfury »

Can't wait to find out where you would need a respawning npc/enemy in an RPG. The negative-deathtrap would only heal, as I said AFAIK dead is dead.

Using clones would certainly solve the problem of respawning equipment.
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