Using camoflage for armour based triggers.
Posted: Thu Jan 15, 2004 3:52 pm
You know how the trigger conditions 'has item tagnamed x' and 'has item equipped tagnamed x' ignore armour equipped in the armour slot, making armour based triggers purely cosmetic unless you have another item such as id papers or dog tags in your inventory to trigger the condition?
Well if you assign your armour a value in the effect\dervived\camoflage field (in the entity editor) and then use the trigger conditions such as 'has more than 0 derivedstat camoflage' you can set up triggers that will fire when you equip certain armours. Great for making disguises that will turn an enemy camp friendly or a kill zone (such as a toxic cave) which will kill your player immediately unless wearing environmental or power armour. Or even a deathtrap that does constant low damage unless you're wearing the appropriate protective clothing (an artic map requiring artic clothing perhaps).
Though if you're making a campaign you'll need to supply a tribal prefab or tribal recruit, if you want someone who can wear raider and reaver armours.
Since, as far as I'm aware, the camoflage field doesn't affect anything combat wise you can have the different armours set up with a seperate camoflage value for each type.
Well if you assign your armour a value in the effect\dervived\camoflage field (in the entity editor) and then use the trigger conditions such as 'has more than 0 derivedstat camoflage' you can set up triggers that will fire when you equip certain armours. Great for making disguises that will turn an enemy camp friendly or a kill zone (such as a toxic cave) which will kill your player immediately unless wearing environmental or power armour. Or even a deathtrap that does constant low damage unless you're wearing the appropriate protective clothing (an artic map requiring artic clothing perhaps).
Though if you're making a campaign you'll need to supply a tribal prefab or tribal recruit, if you want someone who can wear raider and reaver armours.
Since, as far as I'm aware, the camoflage field doesn't affect anything combat wise you can have the different armours set up with a seperate camoflage value for each type.