Hi guys!
I am back here with a video of some elements I just added to my mod and I think you could be interested to know that these things are actually feasible and not very complicated to implement. I don't recall seeing anywhere that kind of features, so that is great if that answers to some needs people may have. I realize I am often modding to implement Fallout1 & 2 features in Tactics, and I am glad that some are not only possible, but sometimes better in Tactics!
So! Here is a video showing how to repair a broken generator and putting back electricity online, with color indications on it to monitor it's actual state (broken, defective, glitchy, working). When the repair is completed, the generator activate itself with sound, and the lights goes on. Electricity can then be controlled with a switch. All computers are responding to the activity of the generator and go down if something happen. You can even throw a grenade in the room and power will go down. If by "mistake" (too low repair skill), you actually "kill" the generator controller by trying to repair it, then all you efforts to repair it in the future will be vain.
There are also a nanobot distributor box that can heal you (you need to be close to it after you opened the door and wait a moment), a computer that can give access to new locations to explore (we can see them at the end of the video) and finally an archives computer that gives information on what happened previously in the building.
That's it! Most of that uses very basic triggers. The real difficult thing to this was to change the type of some objects and redesign some sprites to make them compatible with what was need. Hardest part was to make the sound work with the new "object script state" generator, it was possible by changing the generator to a Deathtrap like the Pneumatic Press in the game. That trap is the only trigger activated animation with sound.
I am back here with a video of some elements I just added to my mod and I think you could be interested to know that these things are actually feasible and not very complicated to implement. I don't recall seeing anywhere that kind of features, so that is great if that answers to some needs people may have. I realize I am often modding to implement Fallout1 & 2 features in Tactics, and I am glad that some are not only possible, but sometimes better in Tactics!
So! Here is a video showing how to repair a broken generator and putting back electricity online, with color indications on it to monitor it's actual state (broken, defective, glitchy, working). When the repair is completed, the generator activate itself with sound, and the lights goes on. Electricity can then be controlled with a switch. All computers are responding to the activity of the generator and go down if something happen. You can even throw a grenade in the room and power will go down. If by "mistake" (too low repair skill), you actually "kill" the generator controller by trying to repair it, then all you efforts to repair it in the future will be vain.
There are also a nanobot distributor box that can heal you (you need to be close to it after you opened the door and wait a moment), a computer that can give access to new locations to explore (we can see them at the end of the video) and finally an archives computer that gives information on what happened previously in the building.
That's it! Most of that uses very basic triggers. The real difficult thing to this was to change the type of some objects and redesign some sprites to make them compatible with what was need. Hardest part was to make the sound work with the new "object script state" generator, it was possible by changing the generator to a Deathtrap like the Pneumatic Press in the game. That trap is the only trigger activated animation with sound.