(Updated 3/30/03)
On starting the editor, you will be presented with the following choices:
CAMPAIGN EDITOR - Allows the user to create and edit Campaigns.
LEVEL EDITOR - Allows the user to create and edit Mission Maps.
ENTITY EDITOR - Allows the user to create and edit Entities.
MAP BUILDING GUIDE - General rules for good map building.
OPTIONS - Allows configuration of game options.
CREDITS - See the credits! Hold SHIFT or CTRL to reveal the Developer Quotes and Caption Competition.
EXIT - Exits the editor.
To construct a campaign, it is recommended that you work within a different folder to core. Create a new directory in the same location as core. Then when you run your tools, use the -path command line option. Eg: FT Tools.exe -path MyPath You can then make your own version of campaigns\bos.cam You can also add / modify your own missions and entities and so on, and keep your new versions within your custom folder. Once you need to distribute your mod or campaign to users, you may do the following:
1) Can compress all your files within "MyPath" into one .bos file using WinZip or WinRAR, path names must be preserved.
2) Distribute your mod as a compressed file or installer that installs to the tactics install path, inside the folder called "MyPath" or whatever your custom path is called.
3) Users can then run your mod or campaign by running:
BOS.exe -path MyPath
Directory Structure
In order to leave the original game files untouched, but still make it possible for people to run your campaign and get your custom item descriptions, and various other things, here is what you must do.
You must create a new folder in this path:
C:\....\14 Degrees East\Fallout Tactics\
Name it whatever you wish, for this tutorial I will refer to it as MYCAMP.
This what you want your BOS.EXE file to point to when running your campaign. So if you want to run your campaign with all of your custom item descriptions etc, you want to run "BOS.EXE -PATH MYCAMP".
Inside of MYCAMP you want to make new folders with these names:
Locale
Tables
Inside of your new Locale folder you want to create new folders with these names:
Game
Gui
This will now enable you to edit probably all of the .TXT files you would want to.
For an example we will use the ITEMS.TXT file where many descriptions for items, recruits, etc reside. You can create your own ITEMS.TXT file from scratch, or copy the one from the original game and edit it. You want to put your ITEMS.TXT file here:
C:\....\14 Degrees East\Fallout Tactics\MYCAMP\locale\game
When running "BOS.EXE -PATH MYCAMP", it will use this ITEMS.TXT file instead of the original games ITEMS.TXT file. If you don't have an ITEMS.TXT file here, the game will automatically use the ITEMS.TXT file that is here:
C:\....\14 Degrees East\Fallout Tactics\core\locale\game
This goes for all files. If you are running your campaign, and it is looking for a certain file, it will first look through your folders. If it can't find it, it will look through the original game folders. If it cannot find it there, it will look in the .BOS files. If it is still unable to locate it, something bad will probably happen. :)
You can use any .TXT file located in the folders of the original game that correspond with the folders you created in your MYCAMP folder. As I said earlier, the folders I had you create have the .TXT files you will probably want to edit. The only one in the GUI folder you will probably want to edit is the credits, so you can tell everyone who worked so hard on your campaign! :)
Now you will be able to manipulate and use various things in the .TXT files without corrupting the originals, and also allow people who want to play your campaign, retain their original game files.
Under the SINGLE PLAYER button there are now two new options:
CUSTOM CAMPAIGN
CUSTOM MISSION
Game Configuration.
!!!! Please note that all Multiplayer specific options in this screen will have no affect on the Mission to be played !!!!
General Definitions
File menu
Edit menu
View menu
Tools menu
Status field
Modes field
Mode-functions field
Main window
Pos mode
Core mode
Special mode
Random mode
Landscape mode
LEVEL EDITOR
General Definitions
File menu
Edit menu
View menu
Tools Menu
Status field
Modes Field
Mode-functions field
Main window
Height field
A graphical representation of all of the levels in the .MIS that can have tiles placed on them.
With space held down:
Tile info pop up
When the cursor is placed over a single tile and left for a short time, the Tile Info Pop-Up is displayed.
Mini Map Window
Displays the map for the current level, built from tile data. Different tile and entity types are displayed using different colors.
Select mode - F1
Select allows the user to manipulate tiles that have been placed in the world. Hidden tiles cannot be selected, even as part of a Drag-Select operation. Displays the following buttons in the Mode-Functions Field.
Holding CTRL and using the arrow keys will move the selected Tiles. To change the number of units that the Tiles are moved, type a new number in the "Res:" field.
Tile mode - F2
Displays the following buttons in the Mode-Functions Field.
Placing one tile over another tile with the same bounding box dimension will replace the latter tile.
!!!! PLEASE NOTE: There are occasional errors where the flags attached to Tiles are not brought in when that tile is initially placed in the map. To fix this problem, ALWAYS use the TOOLS\UPDATE TILES USED and then the TOOLS\NEW OCCLUSION DATA tools (IN THAT ORDER) before saving a map for public consumption !!!!
Entity mode - F3
Entity edit mode - F4
Auto group mode - F5
Displays the groups that are automatically generated by the code. Each group has a number and name. By default, these automatic groups should be left alone as generated by the TOOLS/NEW OCCLUSION DATA option.
Man group mode - F6
NOT USED - Displays groups manually created by the user. These groups were originally used as editing tools.
Level mode - F7
Contains various settings for the World.
Camera Bounds Buttons
Time
Zone mode - F9
- Allows you to create, edit and delete Zones.
- A zone is a 3D volume used for scripting purposes. They appear as colored boxes in the Main Window, with the name of the zone displayed in the bottom-most corner.
- It is best to place a zone on the same height as the floor tiles for a particular level.
Entity list window - F8
Lists all of the entities placed in the level (and I mean ALL, down to the non- removable punch entities used by the actors).
Introduction
This is a guide to creating new levels and modifying those that are already built. In general, the measurements in this document are based on floor tiles.
Starting a New Level
General
Fleshing the level out
Less Clutter - Keep the 66/33% rule in mind when populating a level with objects. Remember, you probably only have 20% left of the floor-space to put objects on. Keep it subtle: 2 bookcases will usually do the work of 3.
Floor Tiles - Because we can't take up floor-space with objects, we need to take it up with interesting floor-tiles instead. If a room is looking a little bare and plain, use some of the various floor tiles to flesh it out.
Reclaiming the Floor - If you need floor-space back, don't just delete your objects. See if there is a way to enlarge the room that they are in instead.
Expanding the Level - If you need larger rooms but cannot get them into the space you have, then expand your level to take up another region.
General rules
Setting up actors
An actor is any living (or once living) object in a map. Robots, Raiders, Human characters, anything. It also includes corpses if you want to add a few to a special map. Actors are controlled by an AI Controller and also by their Nature.
Player Index
AI Controllers
Entity Edit
Nature
Each actor can have an individual nature, chosen from the entity edit menu. There are currently 8 natures to choose from.
Tactics
Ordered Waypoints
3,3,3,3,4 will give an actor a 80% chance of going to waypoint 3, and a 20% chance of going to waypoint 4.
Actions at Waypoints
Alarms
Switches
Triggers
Actions
Conditions
For a trigger to "go off", all of a set of conditions must first be met. There is no limit to the number of conditions you can assign to each trigger (within reason :) ). All of the conditions in the list must assign as true before the events will occur.
The various conditions are:
What fun is it having a world where nobody will talk to you? A world where nobody can tell you how nice you are to save them, or where nasty raiders can not tell you to go shove a cucumber up your bunghole? Well here's how to make it happen. It may look complicated at first, but its quite simple when you get into it, and lets you bring a level to life.
Setting Up a Speech File
A speech file is a simple text document that contains all the spoken text for a mission, as well as the brief/debrief messages and any tags for the minimap. The format for a speech file must be followed closely so that the editor can read it in correctly.
Each line of text, or node, is done in the format:
Speech_node_name = { speech }
For example:
M01_Hawkeye_A00_W= { WAZZUP! }
Mission No.- Character-Variation - Window(blank for floating) = {WAZZUP!}
Loading Your Speech File
The next step is to load the text file into the editor. This is a simple task: go to the levels tab and select speech file. Browse to your speech file and double click on it.
Creating Speech Nodes
Now that the speech is loaded into the editor you need to assign each line of speech to a node. Briefing and debriefing text are done automatically, so there is no need to assign them.
For Floating Text:
For Conversations:
Assigning Speech Nodes
Once all the speech nodes are in place you can assign the actual speech to the actors. Each actor can have one dialog node and one chat node assigned at a time, and if they do not have anything set they simply will not talk to the player.
Other Uses For Speech Nodes
The speech file you created for your mission also contains 3 other types of messages apart from speech.
Adding these into the minimap is covered in the next section.
World Text Message should be rarely used, but from time to time you may need them. What they are is a popup window with your text displayed in it. Normally it would be better to use an actor to give out messages to players in the form of speech. The format for them is exactly the same as for a speech node, but it is displayed using the event display_world_text.
Killing Text
So that characters don't keep saying the same thing over and over again, you can add a "Speech Occurred" trigger that checks for the speech event, and when it happens, the Action will change the speech to whatever you specify. If you want them to shut up, leave the rollout blank.
Text Codes
Special codes can be inserted in text to add colors or various other formatting effects.
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Ebermannstadt | Krautheim | Treuen | Oberlungwitz |
Kamagra Charters Towers | Ostheim vor der Rhön | Uebigau-Wahrenbrück | Kamagra Grabow |
Grayville | Pampa | Barnesville | Sacul |
The minimap (or Pip Map) is a useful way of giving players tactical information before they enter the map. It can contain a view of the whole map with certain locations marked in so players do not go in blind.
Creating and Importing a Minimap
I found where the tiles for stairs and ladders are, but I have a hard time getting the individual pieces to line up. Is there a way to copy and paste entire ladders or stairs?
Look at the area you want to add the ladder to. You will need to start the ladder at one elevation level higher than the floor, and end it at a height equal to whatever it is you're wanting to climb onto. Remember also that a character cannot go up more than one elevation level, so if there's something taller in the way, you'll have to remove it, or put "caps" on the other side so that a character can climb back down.
The best way I've found to work with ladders is to scroll over to an unused portion of the map and build the ladder there. Build your ladder, the tiles for which are found in Generic Tiles/Ladders. Place each tile one level higher than the one below it. (A scroll wheel comes in very handy here, since you can scroll up or down elevation levels with it.) I recommend switching "Show Tile Bounding Box" on for this, since it places a box around the tile and makes them easier to line up. If you happen to misplace the tile, use Ctrl + the arrow keys to maneuver it into position while it is selected.
Once you've built your ladder, go into "Select" mode (either by pressing F1 or clicking on its box near the top of the screen), set your elevation to the base level of the ladder, press and hold Alt and drag the selection bow around the ladder. This will select the entire ladder. You can then maneuver your ladder into position using Ctrl and the arrow keys. If you need to change the elevation, press Ctrl + Page Up/Page Down.
If you're looking to select entire stairs/ladders, find one that you like, then switch to "Select" mode and use the "Visible Check" option. This will select one tile at a time, but you don't have to have the cursor set to the same elevation as the tile. Press "Shift" to select multiple tiles. If you click no an already selected tile while holding "Shift" you will unselect it. If you want to save things between maps you'll have to copy (Ctrl + C) the selected tiles, then use the "Save Clip" option. Name the file something useful, then switch to the map you're going to place it in and use the "Load Clip" option.
1. I tried to make a mission... when placing the
terrain, if I click and drag my mouse (to put the selected
terrain on a bigger spot.) it colours it in seperate
colors... like they are not on the same level... ???
2. What is the invisible tile for ?
- Different color tiles: Usually the different color tiles mean that they are on different levels, but often times the bug-ridden editor screws up. I wouldn't worry about it. But if you want to be certain you're not screwing up tiles placement, make sure you have "Show Tile Info Pop Up" checked/ticked under "View", and point your cursor at the offending tiles. A second or two later you will see a box pop up with all sorts of info in it. Among this is the elevation of the tile you're pointing at.
- The Invisible Tiles are for purposes of "roof popping". Without these an actor will have to walk all the way up to an exterior wall before the roof pops off for you to peer inside. Place some of these along exterior walls, in stair cases and holes in ceilings to better help a player see what's inside a building.
A note on these tiles: they often don't register as "invisible" when you first place them, e.g. you will see them cast a shadow. Use the "Update Tile Info" under "Tools" to rectify this. Also, look at the missions that came in the core campaign for ways of doing things. (You might as well rip off ideas, since according to the EULA MF owns everything you do with the editors anyway...)
1. What is a spawn point?
2. Is there a trick in putting doors? Because that's not
covered in the tutorials.
3. How do I put in windows? I mean big ones not those
little ones that are on the wall tiles... I want a big
window... 3-4 tiles large... how?
4. In the case of windows does the roof popping work this
way: you get to a window with your character, then the
roof pops? Or do you need to put some invisible tiles
there?
5. About buildings that are taller: do you apply the
second floor on the roof and build up the stories just
like the first?
6. And is it possible to make a building that you can fit
in only when/if you are not standing? "Half-tall"
buildings...
7. How do you make a non-flat roof? (triangular,
pyramidal)
1) Spawn points are points at which players enter a map. This can be the PC's squad in a campaign or a team in MP.
2) Doors are not tiles, but rather entities. That's probably why GB didn't cover it.
The best "trick" I have is to find the appropriate door in "Entity Mode" (put a tick mark in that field near the top of the screen, or press "F3"). Place the door near where you want it - it probably won't be facing in the correct direction, but don't worry about that for now - and go to "View" and click on "Show Tile Bounding Box".
Now go to "Edit Entity" mode (F4). You should see a bunch of information on the entity that is selected, which should be your door. The field you are concerned with is "Animation Rotation" which changes the direction that the door is facing. For doors, there are 4 Animation Rotations (0-3). Play with this, the "Is Open" and "Opens Outward" fields until you have your door positioned and opening in the correct direction. Remember that you don't want the door swinging out of view when it is open, so sometimes what you'd expect a door to do in "reality" has to suffer for the sake of playability.
3) There are no large window tiles. What you can do is to play around with a combination of "caps" and 1/2-sized (short) walls.
4) Roof-popping works when your character gets up to a wall, regardless of whether or not there is a window there. The invisible tiles are best put around an entrance, or if you have holes in upper-level floors, put them in the hole so that the roof doesn't pop back on when the active actor is standing under the hole. I suggest opening some of the missions in the core campaign and taking a look at how they're used. (When all else fails, resort to "Monkey see, monkey do". *lol*)
5) Upper-stories on buildings can be a bit tricky. You have to make sure that your building fits the floor since only the "Plains" (plain-jane dirt) tiles have smaller tiles (down to 1x1 unit) than the standard 6x6 units. Most walls are two "world units" thick, and you want your floor to cover the top of the wall half-way. Use the "caps" to make a ring around your floor and fill up that other unit on top of the wall. Then simply place your walls one level higher than the floor and "caps".
6) Yes, you can make a building that you can only crouch in. You are limited to using the tile types that have "half-walls", though. You build these exactly as you would a normal building.
7) You can make a pyramidal roof. You will need to use the "Post War Town/Wood" roof or a similar one since these have slanted roof edges. The reason the tutorial has you start off with the walls half-way off of the floor tiles, is because the walls are two "world units" (1 world unit is circa 10 centimeters/4 inches) thick. If you have them half-way on the tiles that way, you can make sure that your upper-story floor will fit in, nice and neat. This will leave a "ring" (let's call it that, even though it's not round) around your upper-story floor tiles that you have to put "caps" in to make the floor flush with the outer edge of walls. When you've done this, look at what elevation your floor tiles for the upper story are, go one elevation higher, and begin putting the walls for your upper story on.
Basically, you have to remember to build the walls to conform to the floor tiles, and not vice-versa. The reason is that, since floor tiles are 6 world units by 6 world units and none of the tile sets contain any smaller tiles, you will either have to do it this way, or put up with having gaps in your floor. There are two exceptions to this:
1) You can use "caps" to fill in gaps. This is especially usefull if you're using wood floors and would like to have something that looks like a support beam in it.
2) If you go to the tile set Ruined City/Road/Sloped/Cliff Face you will find a bunch of plain "dirt" tiles that are smaller than 6x6 world units. in fact, they go down as small as 1x1. These aren't very useful for buildings, however, since most upper story floors wouldn't be made of dirt. They are good for plugging gaps around the rocky mountains, especially on elevated ground. ("Upper mountain floors", I guess you could say.)
About the roof popping... it wont pop for me... only if I move my guy in the building... not as you said, when near/next to a wall... (Not talking about the invisible-tiles-at-the-doors trick)
If the roof won't pop for you there could be a couple of reasons.
1) You have not generated new Occlusion Data since you placed (or even just moved) the roof.
2) "Enable Roof Popping" isn't checked/ticked. This is under "View".
3) If you're moving the actor to a position near/next to the wall facing you it will not pop to roof until he/she/it is in the doorway. If you want the roof to pop from anywhere in front all you have to do is add those nauseating, pink tiles along the front of the building at the same elevation as the upper-story floor.
I can't seem to get my stair case to work. In my level I made two test stair cases. I have them both tagged as climbable. One of them when I click, the guy just sort of looks around and doesn't do anything. The other one, he climbs up them, but climbs them like they are a ladder. What can I do to get him to walk up the steps, but not to climb them like a ladder?
Highlight both of your staircases and turn the Climable flag OFF. That flag is for ladders, not stairs. In the case of one of your staircases the tiles are probably close enough to be recognized as a ladder (the one which causes the character to climb) and FUBAR in the other case.
In order for your stairs to work, simply place them on the map - using the "Display Tile Bounding Box" to line them up correctly if necessary - then use Tools/Update Tiles followed by "Tools/New Occlusion Data" and presto you should have a working stair case.
In general, you should not need to add flags to your tiles, although they often do not appear until you've updated the tiles and the occlusion data. There are exceptions, e.g. in the case of tiles you want flagged as an exit grid.
The floor-tiles in the missions are on level -1 not 0 as the tutorial said... now, which is correct/proper?
-The only real flaw I've found in GB's tutorial is his insistance on your using elevation 0 to start with. Maybe he just did that to make it easier to follow his instructions, but he makes it seem as though it were somehow vital. It really doesn't matter what your default level is. If you want to, you could start as low as level -128, provided that you didn't want any sort of depression. (The elevation limits are -128 to 128 for a level.)
-Indoor and outdoor floor tiles do not need to be on the same level. In fact, I prefer to put a "lip" of "caps" around my indoor floors, so that they are 1 level higher than the outdoor floors. Sometimes I go even further with this and will add up to 4 levels. This is especially good if you're going to add a patio/porch/veranda to your building.
The stairs and ladders are not enough! I want to add an elevator somewhere. Is this possible? I was thinking of adding in an exit area w/ doors that close behind your, or a way to maybe choose what floor you would like to go to, but I have no idea how to go about doing this.
You cant actually have an elevator that travels between floors in the same map.
If you use object script states with terminal switches, you can toggle to what map the exit grid sends you.
For example, with conditions:
All Alive at Exit Grid
Object Script State: Switch1
You can set the exit grid "elevator" to Action:
Open Mission: Floor1.mis
Then have a separate switch for floor 2, and another for floor 3, etc... Create a trigger like the one above for each floor.
Alternatively, if you only have 3 floors, youll only need 1 object script state that toggles between which of the two other floors to send the elevator to.
-Talion
Is it possible(how?) to link/bound/glue/or_something_like_that two missions in the purpose of achieving a town effect like in FO2... you know what i mean...
Yes, you can link missions together like a FO/FO2 town in FoT. You can use the trigger "Go to mission" rather than the "End Mission: World Map". There is a problem with it, though. Let's say that you're going to do this with three missions. You would have to end the first mission with "Go to Mission 2", the second mission with "Go to Mission 3" and the third mission with "End Mission: World Map". This means that every time you go into that town, you would have to go through all three maps in order to leave. I think you might be able to solve this with switches, but that would be pretty cheesy too, since you'd have to have something (pop-up world text, an NPC "tour guide", etc.) let the player know that he/she could do this.
In order to have the non-entry-level missions not display on world map you simply don't put the triggers in to uncover them. Basically, this is what the three Vault-0 missions do in the core campaign.
Cheers,
OTB
You have a mission; one mission has 4 edges, right? , so you define 4 game-zones right next to those 4 edges (N,S,W,E) now comes the tricky part:
I think you can make it in 2 ways(one of 'em not sure if possible)
(The simpler way - not sure if this is possible) you make those zones IN THE EXITGRID'S "zone" = >
Triggers:
All at exit grid - AND in zone N *action* go to mission 2
All at exit grid - AND in zone S *action* go to mission 3
All at exit grid - AND in zone S *action* go to mission 4
All at exit grid - AND in zone E *action* end mission
Said not sure if possible because I donno if you can put the zone IN the exit grid
The other way … this IS a tricky one
You put the zones right in front of the exit grid 1 tile wide =>
Variable: TOWN_PART_TO_GO_TO
Triggers:
Player in zone N *action* set TOWN_PART_TO_GO_TO = N
Player in zone S *action* set TOWN_PART_TO_GO_TO = S etc
All at exit grid - AND TOWN_PART_TO_GO_TO = = N *action* go to mission 2
All at exit grid - AND TOWN_PART_TO_GO_TO = = S *action* go to mission 3 etc
(Maybe the syntax I have used is not correct but you can see the big picture)
Of course you make this for all 4 missions
Using your idea of zones/grids you could even get as fancy as laying out 9 maps like this:
A B C
D E F
G H I
Using the grids and zones you could have Mission A leading to the World Map, Mission B, Mission D, or even Mission E if you wanted to put a grid on the SE corner...
Don't worry about the syntax. You don't have to write the triggers yourself, you simply select them from menus, although occasionally you have name things, and in that case you just have to make sure that you get the names straight each time you use them. (Yes, they're case-sensitive, too.)
PS If you can think of something regarding dialogue, good luck. Dialogue would make this game every bit put this game in a league above both FO/FO2 and FoT. The only way seems to be to re-write the game engine, though. MF/IP/14° East might have a thing to say about that, though.
Yes, I'm saying your idea of combining the exit grids and zones would work. That is great because it is simple, since setting up zones is as easy as poiting and clicking three times and giving the zone a name. (I'll have to check to see if it is possible to put a "Quantity Unit" trigger in with the "All Alive" qualifier, that way you can't park people in different exit zones and give the game heartburn. *lol*
Cheers,
OTB
I open a mission... lets say the farmer special encounter; how can I see what stuff he has on him ?
- Looking at people's stuff. It depends on where the stuff was added, but there are only two options.
1) With the mission open either click on "Edit Entity" or just hit the F4 key. Left click on the appropriate entity, then scroll down to where his inventory items are. If it was added in the mission, it will be displayed here. If there is nothing there, or to see if he has still more stuff...
2) Open the Entity Editor and open the appropriate entity file. (You can see the entity file name displayed at the top of the Level Editor when you have an entity selected.) Just look under the "Inventory" and "Equipped" tabs.
I created a vehicle and set it so that it requires a part to fix.
I created a drive shaft entity to be the part you have to use to fix it.
I made the drive shaft origionally a generic item, that didn't work so I made it a repair item.
I have the option to use the object, but when I do the guy just gets into the jeep, he doesn't fix.
Anyone know how to make a vehicle that requires a part to repair it?
I have been tinkering with this for the past few days and here's what I've found:
1) Create a "Repair Item" and save it. You won't need a tag name for it. Optionally, place a tick/check mark in the box "Remove on Exit" under "Collectable". I'll explain that later.
2) Create a vehicle which is going to need repairing. Place a tick/check mark in the box "Needs Repair Item". You may also click on the blank bar at the top and set a modifier for using the item. Positive numbers represent a penalty. If you are soft/merciful you can put a bonus to the Repair Roll by entering a negative number.
3) Click on the elipsis for the field "Required Repair Item", then navigate to the Repair Item you created earlier and double-click on it.
Now, when a character goes to repair the vehicle, he/she will have to have both the Repair Item as well as a Tool Kit in his/her Active Item Slots. So far I've only used fresh Super Tool Kits and they are completely used up in the process. This also does not repair any damage to the vehicle, but simply restores it to a state where normal repairs are possible. The Repair Item will not be used up during the operation, and this is why you might want to tick/check the box "Remove on Exit". This doesn't seem to be an option if you're going to have the vehicle that needs the part on a seperate map, however.
Cheers,
OTB
PS If anyone has anything to add to this, I'd love to hear it. "Knowledge not shared is lost," and all that.
PPS After further experimentation I've found that all you need to do is use your Repair skill while having the Repair Item in your active item slot. The Repair Item is then used up, so you don't have any unsightly, loose ends hanging around. You are then "go for launch" for repairing any HP that the vehicle may or may not be lacking.
1. ...nope... this time you don't get me ... the action
should make something like: when on squares n,m,p,o or r
(in the worldmap) make available an encounter and get it
automatically... you can't get that encounter before:
"Variable 'CVAR_X_Visited_Once' is 'True'"
"Variable 'CVAR_Y_Visited_Once' is 'True'"
"Variable 'CVAR_Z_Gave_Food' is 'False'"
but then you'll get it automatically when on certain
squares... that was my question...
2. Clear, thanx (what is the index for computer controlled chars. ? if possible... you know someone to shoot at...)
1. To be honest, I'm not quite sure if you can do that. You could set up a mission in a specific square that would only be open when certain conditions were met, but I don't think you can alter the chance of a Special Random Encounter with variables.
2. You'll have to set up the "Team Matrix" for this. Go to "Level" and set up two teams and set their alignment to a negative number. The lower the number, the more they hate each other. Then, press the "Players" button (in "Level") and set up a new player. Name it whatever you want - I like "Travelling Dildo Salesmen" myself - and set the team to "2". Any targets enemies you want to place on the map will have to have their "Player Index" set to "2". Also, set Index #2 to "Player: Computer".
How do you program keys to be able to unlock specific doors? And how do you program holodisks to say things?
You will have to create an item of the "Key" type. You'll have to assign a "Tag Name" (e.g. Back_Door). Then use the "Edit Entity" function and assign the identical "Tag Name" to the door(s) you want it to work on. It's as simple as that.
I'm not sure about Holodisks. I haven't had to put any together yet.
I'm making a mod where the main character is, essentially, a bad guy. In fact, he's a member of a Raider gang. So how can I set up the level where you start (i.e., get your instructions from the gang leader) so that there are Raiders who won't attack the main character? Does it have anything to do with "Entity Edit" and "Team," etc.? I don't really know what I'm talking about... I don't want the Raiders to be controlled by me for battle purposes, I just want them walking around like the NPC BOS scribes and stuff in the bunkers.
Basically, is there any way to make non combatant raiders who will never get violent?
Well you can get any character to be a good guy. All you have to do is go to team on the level tab, with the grid like thing. left click and right click on the boxes to make them like or dislike each other. diehard goodguys would be a blue box with a 10, same with bad guys -10 with red box.You can also make your allies (the raiders) dislike another group, like BOS and they will fight each other.
Not sure if you know this but also on the level tab is the player... button, inside it is where you can set what teams are controlled by Humans, or Computers which is where you make the raiders who will like you. To make a Char part of that team, before you place one down, it has team at the top of the entity bar, change that to the number your raiders are.
Ok, I was thinking "Wait, it really would be impossible to
make the hostages join a player's team, so what should I
do?"
So I reffered to mission23 and looked at all the
prisoners there.
Then I learned of a magical thing called "waypoints"
Also looking at that I learned how to script speech files
and zones!
I now have the [near]perfect hostage system!
Player talks to hostage, hostage runs through way points,
hostage reaches safe area, and team 1 gains 1
reputation.
CT recues all hostages, earns 4 reputation, wins the
level.
Hehe it's a start.
Well now that I've got the hostage system down, anybody
got any ideas on how I can implement awarding money to the
winning team?
I know how to do it just for the CTs but if the
terrorists won they'd get no money at all..
So I need ideas on that, since that'd be kinda
difficult.
I was thinking "npc gives item to player" but.. dunno..
maybe I'll just have the vendor give money out if the
condition is that their team wins, then they buy shit from
vendor.
yah :D
Condition: Hostage NPC Can see Human
Action: Hostage NPC Joins Human's team
As for buying mercenaries, that's a bit more difficult. I would suggest you do like suggested by someone else and have a merc require the completion of a quest, first. Otherwise, try this:
Have your player find a merc commander and buy a holodisk
that is tagged with a merc's name. Then go find that merc
in his barracks and talk to him. He says his intro. He
then detects that you have his holodisk (assignment?) and
joins your team (player index). The better mercs would
have more expensive holodisks, etc.
As for weapon shops and all that, just use normal people
with the ability to barter. You'd have to manually place
all their equip on them using the entity editor, though.
Please keep in mind, dont make all (or even really good)
weapons available right away. That would make the game
much too easy. Easy games are boring...
Black Isle had different set of triggers and actions due to the fact that FO2 was an rpg and this is a combat oriented game. This one is no less complex, though. In fact, I'd bet FOT is MORE complex. FOT has far more better fighting scripts. It has waypoints. It has mobility, aggression, communication, and other settings that werent there in the previous FOs. Think about how bad fighting was in the earlier FOs. Enemies didnt have any strategy at all in the previous FOs. Stand, shoot, die. Lets see you program an action scene like Kansas city in FO2. See you in 20 years.
The only thing about Vault City I cant think of how to do is the speech oriented components. In fact, a city in FOT is more realistic due to the addition of waypoints. People can actually walk around in FOT and make the city look alive. FOT has plenty of complexity. No, it doesnt have many RPG elements but they arent necessary: this isnt an RPG. Everything asked for in this thread can be done. And it would not take that long at all. Scripting a city would be no different than scripting a bunker and I've already explained how that merc thing could be done.
For me, I'd be far more worried about tiling the map than triggering it. Good tilework takes 10 times longer than scripting for me. And the scripting will get faster when I learn the stuff better and dont need to experiment as much.
-Talion
This is a guide to not as much editing and creating entities like new guns and whatnot (which is fairly self evident) but also how to get your new descriptions to appear in the game instead of "No description available".
-Create your new entity, or edit an existing entity. In either case, it is HIGHLY recommended you give it a unique name.
-The Description name under the Name section should match the Entity's real file name in whatever Entity directory in correct for that kind of entity and it is CASE SENSATIVE. There is a seperate directory for each kind of entity.
I think although I am not 100% sure that you have to follow the conventions of that item name-type that Microforte used. For example, if you want to create a new kind of MP5 from the original mp5Sub.ent file, you have to name your new weapon something unique and append the "Sub.ent" onto the end of it like all the other SMGs in C:\Program....\Entities\Weapons\SMG. Note the upper case "S", and that all other characters are lower case.
-Update your entity with the Update command on the File Menu in the editor. This is a CRITICAL step. If you place your new entity without doing this it will work but will not have any descriptions. Even if you go back and fix the entity and THEN Update, the entity you made without doing that step is FUBAR so you'll have to delete it and place it again with the corrected version. I found that out the hard way after wasting about 5 hour trying to figure out what was wrong.
-Change the description in items.txt. Once again, case sensative and the names must match exactly with the actual entity file name AND the Description name in the properties of the entity.
Your new entry in the items.txt must also be in the correct place with all the other respective entites in the same class (for example, all SMGs you add must be in the //SMG section). I'm not 100% on the importance of this but it's a good idea anyway.
-Add whatever modes of fire you may have added to the entity to weapons.txt
-Change whatever descriptions you may have made to ammo entities to not only items.txt but ALSO to ammo.txt descriptions. Also once again case sensative and the names must match exactly with the file name and Description in the entity properties.
After you do this, you might want to Update again just for the hell of it. I didn't have to though I don't think (I was half asleep when I was doing this though).
If you've created your own weapons and ammunition, you might not want the original hard coded gear you start the game with to appear.
For example, say you redid the description for 9mm ball ammo and don't want mixed descriptions for the same item in your mod, or you made a new MP5 (one that can actually kill people, for example) and you don't want the original to appear. Or say you simply want to start your characters off with melee items or a pistol instead.
What you can do is simply take a cookie or iguana on a stick and name it "mp5Sub.ent" or whatever you are replacing's REAL entity name in the Core directory in your mod directory. The mod directory entity will be picked up first instead of the entity in the core directory. I've tested this and it works.
You don't need to follow directory or name conventions for your new entites after all. You can name your entities whatever you want and name the dir anything you want. BUT it IS case sensative. So no matter what you do you have to have exactly matching names in for entries in the items.txt, Description Name field in the Entity, and the entities true file name.
Is there a method by scripting or whatever to force one character as the Main Character?
Place all four entities on the map set to player index 0
(for example). Assign tag names to the entities. Set up an
always run trigger to change the "main character" to
player index 1. Place a two second delay, then change the
other three to player index 1. This should force the first
character changed to player index 1 to be the main
character from that point out.
-Lord Percival
Without making a campaign (which normally defines the main character as part of the creation/selection process), there is no specific scripting way to do this.
You could fudge it, however, by placing the single character you want as main on one player group (Player 1), placing the other squad members on another (Player 2), deactiviating the second Player group from the start, waiting a few seconds, then transfering those players to the Player 1 group using the CHANGE PLAYER action (you'll have to give the other squaddies tag names). This sounds a little confusing, but it should work.
I've created some new characters with specific names and a new mission that they are in. I've added their little blurb to the "character.txt" file like Talion describes but it doesn't show up when I play the mission. What am I doing wrong?
I remember making a few of these before I got stuck on making maps.
The way i did mine was completly editing a few of the characters that were already there, such as the prefab and a few recruits that i never use.
I did the story by going into the core/local/game folder and i opened up the characters file. this is were the character stories are located. just find the character you wanna mess with and start rewriting a story. You can change their names here, too.
I had to go even farther after that because otherwise, all that would change is the story. the character would look the same. so i used the entity editor and changed the sprite to a dog. after that, I had to delete the .zar file for that character in the core/gui/char folder, then replace it with the dog's picture(.zar file) but useing the name of the characer. - for example:
CORE_rec_hm07.zar is the original file.
I deleted the file and copied mp_dg01.zar, which is the dog's picture.
I then renamed "copy of mp_dg01.zar" into CORE_rec_hm07.zar,
which was the file I first deleted.
The *.ent file name is absolutely of no significance when assigning names and/or descriptions to people. The important part is the "Display Name". It is this that must match the entry in the characters.txt, not the name of the file.
For instance, if you have a recruit you want to name the file name could be "MyRecruit_01.ent", but the Display Name could be "JJ86_hm01" and you would enter the following in the characters.txt:
name_JJ86_hm01 = { Jimmy Jay }
desc_JJ86_hm01 = { Jimmy Jay began his career as a techno-archivist with the BoS. Then he decided that his talents could be better put to use in the field and put in for a transfer. He excells at repairing things and has a broad scientific background. He is also a fair hand with small arms. )
The advantage to using the "Display Name" rather than the file name comes in mainly with NPCs. For instance all of the non-Scribe, non-Elder BoS personell show up as "Warrior" and this is due to the fact that their Display Names are all set to "CORE_bos".
Cheers,
OTB
PS The *.zar file associated with your recruit must be named the same as the display name as well. In the above example the image for the recruit should be name "JJ86_hm01.zar".
What's the difference between Actor entities and Character entities?
Is it possible to use a unique item on an NPC that would trigger maybe a speech box, I want it to be "useable" on NPC that are IN my squad already?! (Uh... and can be this "special item" be a new "firing mod" of one of my hands? Like the 3rd right click on an empty hand)
And a very similar one: I want to make an NPC that has a crippled arm, but you can't heal him! You can heal him only with a unique item, as well a broken car that can't be used until you "repair it" with a unique item!
1) Actors are anything living or once living on a map. It includes that Raider that you had start the mission already killed, but not a computer console that the PCs can activate. Characters are squad members used in multiplayer games.
2) Having your squad mates speak isn't possible. I wanted to add some flavor ala FO2 and have various characters run around spouting various lines. It didn't work. Too bad, it would have been very amusing, especially since I was going to have them react to each other as well. ("Myron, you step outta line and I'm gonna cut you...")
Doing something like adding another mode to your main character's hand would involve creating another race, or else all actors of the "BoS" race.
There are "Generic Items" in the game, but these do not have modes of operation. They are usually items that the PCs need to complete a mission, such as the Robot Arm in Rock Falls, or the Fusion Batteries in Peoria. You can't use these things for anything other than having them complete mission goals, though.
3) Crippled limbs are healed using the Doctor skill in conjunction with a Doctor's Bag, no ifs, ands or buts.
There are "Repair Items" in the game. You have to create an entity of that type, then have a vehicle that has the "Requires Repair Item" field checked/ticked. There is a field that you enter the name of the item in, or you can browse to it by clicking on the elipsis ("...") to the right of it.
I've been experimenting with that last bit. I found that the procedure is bugged. I had a character with a Super Tool Kit try to repair it, and he managed to. All it did was remove the need for an item and used up the entire Super Took Kit, however. (So if you're going to do this, I would recommend not having any Super Tool Kits available at that point...)
I was really enthusiastically starting my Fallout +
Fallout 2 mod for FO:T, but I ran into a brick wall after
the first few steps - I can't make single player maps that
have events that trigger ONLY when I come in first time.
In other words, I can't make the game understand when I'm
entering the town for the first, and when the second,
third, etc. time. Help, anyone?
This is a trigger headache, btw.
What you need is a couple of mission variables that your
triggers check. When your mission variables initialize,
make a mission variable called "First_Visit_Complete", or
something equally informative, and set it to "False".
Also, make one more for each of the visits that you want
it to affect. (Second_Visit_Complete, etc.)
For your mission ending, you'll need:
Condition: "Bos has all alive at exit grid", and "Mission
Variable 'First_Visit_Complete' is 'False'.
Action: "Set mission variable 'First_Visit_Complete' to
'True'", plus any other things like mission debriefing,
changing the campaign variable for this mission to
complete, etc.
So now you have the triggers recognizing that you've been
there once. For you next visit you'd need something like
this for your mission ending:
Condition: "BoS has all alive at exit grid", "Mission
variable 'First_Visit_Complete' is 'True', "Mission
variable 'Second_Visit_Complete' is 'False'
Action: "Set mission variable 'Second_Visit_Complete' to
'True', etc.
Do you get the picture? Also, remember that if you want
the number of times you've visited a place to affect other
areas make those mission variables campaign variables.
Also, make sure that "Nuke Triggers on Exit" isn't ticked
for the map(s) you're working with, since this disables
all of the triggers when you leave the map.
First I would like you to tell me about those triggers you mentioned... and an idea how to make some messages in the msg. window about reputation (karma ?) I would like to be shown with the changes/amount off 'em.
The problem with what you want to do is that there is so
much hard-coded into the game engine that you'd have to
take some steps that would probably look pretty cheesy.
You can't get a reputation gain to display in the text
window like it does for experience.
Things that are set off by triggers are set up to do
things a certain way, and this goes beyond editing simple
text files to get it to do what you'd like it to do.
Triggers involve two things: a condition(s), and
action(s). For instance, let's say that you have a
prisoner (with a tag-name of "Prisoner") on your map that
can be freed and the PCs will get experience and a
reputation gain if he/she makes it to a certain point
alive. You could set up the following trigger:
Condition:
'Prisoner' has exactly 1 alive at 'Escape Zone'
Action:
Deactive 'Prisoner'
Award 200 xp to BoS
Add 100 Reputation to Main Character
This would cause the 'Prisoner' to disappear, the text
box would read "Gained 200 experience points" and if you
checked your Reputation and just happened to go up a level
you'd notice it.
The only thing that you could do it do add another action
"Display World Text", which causes a window to pop up like
you've seen when either General Barnaky or Dekker lets you
know that you've completed an objective. You could have a
node in the speech file for the mission that could say
something along the lines of:
"Good job, you're my hero for saving this poor
woman."
[+100 Reputation]
If that's the route you'd like to go, it is "do-able".
AFAIK, you'd have to hack the game to get it to display in
the text window, though. Sorry to disappoint.
Cheers,
OTB
1. Is there a possibility to make a trigger/ event (or
something) in this way: on the world map you have 2 towns:
A and B; you get some quests that require that your
character walks from A to B to A to B and so on, when he
had hit this road n times a trigger/ event (or something)
gets him a SE (I donno... something like a fellow saying
"you come by here many times in the last days... hm...
here is some food so you wont starve" yes this is a
trivial example but you get my point)
2. Is it hard coded or settable the amount of XP needed
for the level up, the amount of rep points needed for the
rep to grow? If hard coded where can I check all the
numbers (calculation purpose)
1. Yes, you could make a trigger that did that. You would have to set up a couple of "campaign variables" to do this.
For your example, let's use the following:
CVAR_X_Visited_Once
CVAR_Y_Visited_Once
CVAR_Z_Gave_Food
In mission "X" you would add a trigger:
Condition:
"BoS All Alive at Exit Grid"
"'CVAR_X_Visited_Once' is 'False'"
Action:
"Set variable 'CVAR_X_Visited_Once' to 'True'"
"End Mission: World Map", etc.
Do the same thing for town "Y", changing the appropriate items. Then you would need the following in your mission for town "X":
Condition:
"Variable 'CVAR_X_Visited_Once' is 'True'"
"Variable 'CVAR_Y_Visited_Once' is 'True'"
"Variable 'CVAR_Z_Gave_Food' is 'False'"
Action:
"Unit 'AA' will use Speech Node 'MYY_Old_Fart_01_W'"
"Give item(s) tagged 'Gift_Food' to BoS"
If some of this seems unclear, it will become clear as you learn about Triggers, Speech and Entities.
2. I'm pretty sure that the XP and Rep levels are hard-coded into the engine. (You could change the titles for Rep, with a text-editing program, though.) If you want to know the XPs need to gain levels, you can use the "Level" function in the Entity Editor to increase an entity's level and look at the XP field each time you do it. The Rep points needed to advance a level seem to be the same as in FO2, but don't quote me on that. I don't know where you could get a hold of them, either. (In fact, I'd like to know myself...*lol*)
1. I now know how to add speech and rpg elements. But how can I give items from the NPC to the Human? They seem to need some kind of a Tag name and only things I can tag is to make a door need key tagged 'key1' then create a key with tag name 'key1'... But what about stimpacks, bullets etc?
One easy way is to trigger speech when your player sees the NPC. First you musta have created at least the player 1(you, human) and player 2 (the NPC) in the LEVEL / PLAYERS - screen. Then place your starting char (or if it's a campaign, forget it) and the NPC. Then trigger like this:
Conditions
PLAYER HUMAN --- CAN SEE --- PLAYER NPC
Actions
FORCE SPEECH --- PLAYER NPC --- UNIT *Text File*
(M01_playernpc_A00_W, M03_playernpc_C03_W etc... )
And that's how it works. Or then you can make the windowed speech work as click speech. If you don't want the same windowed text to show up next time or change it to a floating text, try this:
Conditions
SPEECH OCCURED --- PLAYER HUMAN --- PLAYER NPC --- EVENT
*The text file discription*
Actions
CHANGE CLICK SPEECH -- PLAYER NPC --- UNIT *Text File*
-Kashluk
Is there a way to respawn enemy soldiers in single player campaign , during the battle and latter revisit ? Like to have enemy reinforcement to make the game more challenging. Plus the maps are beautiful I like to hang around and play with them much longer than just one pass through.
I've never tried respawning enemies in SP, but here is something that works:
All of the enemies do not need to be visible on the map when players enter. All you need to do is to have one or more "Player Indexes" set up on "Deactivate". While you will see them on the map while you are editing, they will not appear when you start the mission.
In order to simulate reinforcements, you can simply have a trigger(s) set up so that they are activated when something happens. You could, for instance set the trigger up so that they are activated when the players reach a certain point, or if enemies in a certain area take a certain number of losses, or only have a certain number of people left alive in an area, etc., etc.
To activate them you will have to set them to a certain type of AI. This could be "Stationary", "Waypoints" (which could be used to have them appear at a certain point and move to another point), or Random Waypoints. You can also set the priority at which they move, the speed, etc.
If you have questions regarding how to do any of the above, read the ReadMe that came with the editors. After that, if you still have questions, I can help you more if you'd like.
Cheers,
OTB
I was thinking about an NPC disappearing - appearing in a map...
So I opened the first bunker map and looked at Nanuk...
So I know now how to "deactivate" and do the "stationary at anywhere" thing with the triggers... but how do I do it from the editor? How do I place "Nanuk" there and mark him deactivated???
Activating and deactivating entities is easy. Here's what you do:
Set up a Player Index and make sure that it is set to a particular Team. The AI for an index can be set to "Deactivate" to have the actor(s) not be on the map initially. Alternately, you can set them set to "Stationary", "Way Points", etc. and then have a trigger which deactivates them, which just changes their AI. If you have them set to "Deactivate" initially you will have to set up a trigger that sets their AI to "Stationary", etc. A good example of this is the guards that appear if you get into a fight in any of the bunkers.
You can also affect smaller numbers of actors or even a single individual within a group by using "Tag Names". These are added to entities either when you design them using the Entity Editor, or you can assign them using the "Edit Entity" function in the Level Editor.
Speech Trees
Well it's not speech trees, and it is a bit of a story and scripting chore, but it is possible to create missions where player choice has real effects on what happens. I've started crunching out a "quick and dirty" pair of missions that allow this.
In a nutshell, #1 is a special encounter where you recieve a garbled radio transmission. You get a text window with the info, a few seconds after it closes, you receive a second message giving the coordinates. The player is presented with two options and exit grids. If you choose to investigate, you walk into grid #1 which links you directly to a "hidden" mission. Choose not to investigate, walk to grid #2 and get an end mission report and some other "things". I've got mission #1 working as advertized. Now I'm starting #2, which at this point will be a defensive "holding action", or in reality, another scripting test bed.
NPC interaction will be dificult but not impossible to implement. Until I get smarter and more familar with the editor, the only way I see to implement it is to have the NPC give his speech, presenting the PC with instructions. If you want to help save my village, pick up the blue rock from that table, etc. Klunky, yes. Hokey, ok yes. A scripting nightmare if many such decisions are offered in a level, guilty as charged. Pratical and worth the effort? For my money, yes.
An entity is any object within a mission map that requires interaction. Entities are constructed using the Entity Editor outside of the Level Editor. There are some attributes of entities that can be edited once it has been placed into a Mission Map.
- As stated elsewhere, there are different types of entities, each suited to a particular purpose. These different entity types have totally different attribute structures.
Actor
Actors are one of the most common entities. Everything in Fallout: Tactics that can have an AI attached to it (and also Speech) through the Level Editor has to be created as an Actor Entity. This includes NPCs, critters, turrets, etc. The Player Characters and Recruits Characters are Actor entities
Multi player characters
The characters that appear in the Multi Player Selection window are a special kind of Actor entity. These entities are created as normal actors, but then saved out as .CHR files.
Vehicle
Used to create Vehicles (pretty obviously).
Breakable
Any object in the game that can be targeted, damaged and destroyed. For example, the explosive barricades.
Deathtrap
Used for objects that will do damage to the user when the object changes state. For example, the Brain Extractor machine.
Effectspawn
Used to spawn any effect sprite under certain conditions. For example, the extra explosions that surround a pertol tanker when it is destroyed.
Light
Used to light Mission Maps.
Overview- Light entities are used to light specific points in a mission map. The light emanates from the base of the light entity image, so if you have a torch half-way up a wall, the light entity should be at the same height. For examples of lights and their settings, open any of the Single Player tactics maps.
How to turn a light On/Off- First you need to tag some lights, for example LIGHT_GEN. Then you need a trigger that executes at the start of your mission:(Condition: Always) (Action: Set Object Script State, Set Unit: LIGHT_GEN, Object State: ). Leave the Object State: field blank. This will initially turn the light off.- When you want it on, create another trigger with: (Action: Set Object Script State, Set Unit: LIGHT_GEN, Object State:TICK).- This time, the Object State: field is ticked. This will turn the light on.
Radiation
Used to place radiation in Mission Maps.
Scenery
Used to create non-interactive entities. NOT USED
Sceneryspawn
Used to spawn ambient scenery animations, such as newspapers flapping in the winds. NOT USED
Spawnpoint
Used as the spawning point for actors, either in Single Player or Multi Player.
Statebreakable
Used to create an object that can become destroyed or broken when certain conditions are met. For example, a power node that must be destroyed when a certain switch is thrown.
Statescenery
Used to create an object that must have multiple states which are toggled by external conditions. For example, the alarm lights in the BOS bunkers which change from green to red.
Waypoint
Used to create an object that Player Controller AIs can use as a destination in Mission Maps. For example, any patrolling NPC in a mission follows a set of pre-defined waypoints. You should be able to use the default Waypoint Entity found in the \ENTITIES\MISC folder
Alarm
Used to create an object that will trigger other events when it is used. NOT USED
Container
Used to create any object that must contain items. For example, any locker, chest or crate.
Door
Used to create a door that must be capable of sliding open/shut and being locked. For example, the automatic doors in a Vault.
Powernode
Used to create an object that must be destroyable, but which will also repair itself over time. For example, the self-repairing power nodes.
Rotatingdoor
Used to create any object that must be capable of being opened/shut and/or locked. For example, the giant doors in the Raider missions, or any standard wooden door.
Scienceswitch
Used to create a switch that can be toggled using the science skill.
Switch
Used to create a switch object. The state of a Switch entity is usally checked against when triggering other events or entities.
Ammo
Used to create ammunition items.
Armour
Used to create armour items.
Book
Used to create book items, which can give the character a bonus to a specific skill. For example, Maddock's Tricks and Traps which increases the character's Traps skill.
Consumable
Used to create any consumable item. Most consumables have an affect (positive or negative) attributed to them.
- For example, Foods, Chems or Stim Packs.
Geiger
Used to create a specific Geiger Counter item.
Genericitem
Used to create GenericItems that serve no specific purpose. Most quest related items are made as GenericItems that have quest specific tags.
Holodisk
Used to create Holodisk Items, which when used will write a block of pre- defined information to the PipBoy.
- For example, the General's letter to his wife.
Keys
Used to create Keys, which must have the same Tag Name as the door it is intended to unlock. Keys can be used on doors from an active hand, or can simply be in a character's inventory.
Lockpick
Used to create Lockpick items, which enhance a characaters skill in Lockpicks when in an active hand.
Repairobject
Used to create an object that can be damaged and repaired. Repair objects have a difficulty field at the top of their attributes which defines what percentage chance a character will have when using the repair skill on that object.
Skillconsumable
Used to create items that require a skill roll to consume. For example, First Aid Kits and Doctor's Bags.
Trap
Used to create Trap items.
- For example, Pressure Mines
Traptrigger
Used to create trigger items to be used in conjunction with explosive entities.
- For example, the Remote Detonator item that triggers explosive packs.
Vehicleweapon
Used to create the specific Tank Turret weapon.
Weapon
Used to create the blistering array of weapon items. Weapons can be set up with multiple modes (minimum of one mode) which are accessed in the game by right-clicking on an equipped weapon.
Captureitem
For items to be used in Multiplayer Capture the Flag maps.
File menu
Edit menu
View menu
Make menu
Level menu
Status field
Modes field
Contains the buttons for the different editing modes: New, Edit, View, Make and Level
Entity attributes field
Displays different information and functions depending on the type of entity chosen. The basic layout includes a heading (in yellow) at the top of this field that displays the type of entity. Underneath this are a series of collapsible windows (with green headings) that display the attributes of the entity in editable form. These collapsible windows are usually separated into groups, (also with a yellow heading).
Making any change to a numerical value AND pressing ENTER will constitute a change to the entity that can be undone.
A lot of information is displayed in this field at once, meaning that usually most will not fit on the screen at once. Left-Click-Hold and Drag on any blank area within this field will allow the user to scroll this field up and down. Please note that this function may sometimes take a few tries to get working :)
!!!! PLEASE NOTE: Several entity types will not display a name heading at the top of the window, but will display a blank collapsible window bar. This bar may represent a collapsed window which contains extra attribute data. Please click on and expand any blank bar to make sure you're not missing an attribute field. !!!!
Main window
Displays the sprite related to the current .ENT file.
Directory field