Modding/Trigger questions

RedEks

First time out of the vault
Okay for a little background I reinstalled FOT and took the Campaign Freeport map and wanted to make it into a Mission revolving around a prison theme. It's called Fort Mutie and it's a prison designed to house the Raiders etc etc.

Down to the questions:

Basically what I have is a secondary gate(tag FrontGate) that is sensored so that it opens and closes whenever anything goes near it. I have it attached to the Mis06_Siren so that whenever it opens, the alarms go off. My problem is that I'm trying to get the alarm to go off WHENEVER it opens up, so everytime it opens the alarms sound.

Problem is that my Triggers either only allow the alarms to go off once(after that anytime the gate opens nothing happens) or if I Preserve it, the alarm loops continuously 24/7 regardless if the gate is open or closed. Can I even get it to work the way I want it to?

Second question is:

Can I have Triggers for Entities such as "Light"? Near the FrontGate I have a red Robotic wall light, and I just put your standard Red_Emergency02 light entity. Regular red emergency light that flashes on and off continuously. I'm really doubtful this is even possible, but I just started this Trigger stuff yesterday so there may be some tricks I don't know about yet.

Is there anyway I can get it to only start flashing when the gate is opened? Even if it's a one time deal where if it's opened one time it will just flash 24/7 forever, I'd be happy with that.

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Thanks in advance. I used to hate the Editor because I didn't know what the hell I was doing, but now I'm spending a good 5-6 hours a day working on my Mission and I just can't stop. lol.

If I have anymore questions, this will be my home topic. So if you see a new post inside, it's probably an entirely different question instead of a continuation of this one.
 
You might need to add a variable in there, post your triggers.

The lights are on all the time or just when the doors open? If the former no trigger is needed, for the latter you can make it an action as part of the same trigger that sounds the alarm.
 
Door Alarm Triggers:

EVENT - Prison Alarm is Triggered
Con: Object Script State of 'FrontGate'
Act: Set mission variable 'Prison_Alarmed' to 'true'

EVENT - Prison Alarm Raised - SOUND Alarm.wav
Con: If mission variable 'Prison_Alarmed' is 'true'
Act: Play Sound: sound/Game/Alarm.wav

Only plays the sound once, as is. If I PRESERVE either one, it loops 24/7 .

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I have no triggers for this one yet.

http://img468.imageshack.us/img468/9939/lightut9.png

For this one, the light from the Entity is given off no matter what. I place down the Entity and it's gonna be red and flashing in that radius as soon as I start the mission. BUT, since it is an entity and therefore can be modified, is there any way to modify it so it's inherently off until I tell it to be on?

This is the part I really needed assistance on, as I'm not far enough into the Editor to be able to answer this myself.

If it is possible, I basically wanted regular white bright lights around the prison on 24/7. Then if the gate is opened I want the white lights to turn off, and the flashing red lights to turn on. Gate is closed, white lights on- red off.

Thx in advance. Yay Im finally talking like I know something about a Fallout game!(if the fans would call it that)
 
There's actually a section on turning lights on/off at JJ's tutorial pages (link in the faq).

But anyway your triggers are close, you really just need to copy them and change the variable to false to turn things off.

Did you do a initial trigger to set the starting values of the variable? If not you'll need one of those as well. I'd do it like this;

The lights will need tagnames, for this example it's 'red light', 'white light' and the light fixture 'alarm light' (to make it switch between green and red to match the light entity).

At start:

Condition:
Always

Action:
Set mission variable 'Prison_Alarmed' is 'f'
Set red light script state (unticked)

Door Open (Preserved)

Condition:
Object Script State of 'FrontGate' (ticked)

Action:
Set mission variable 'Prison_Alarmed' is 't'

Door Closed (Preserved)

Condition:
Object Script State of 'FrontGate' (unticked)

Action:
Set mission variable 'Prison_Alarmed' is 'f'

Door Open Sound Alarm (Preserved)

Condition:
If mission variable 'Prison_Alarmed' is 't'

Action:
Set white light script state (unticked)
Set red light script state (ticked)
Set alarm light script state (unticked)
Play Sound: sound/Game/Alarm.wav

Door Closed Turn Off Alarm (Preserved)

Condition:
If mission variable 'Prison_Alarmed' is 'f'

Action:
Set white light script state (ticked)
Set red light script state (unticked)
Set alarm light script state (ticked)

That should turn off the white lights, turn on the red flashing light and change the fixture from green to red, you can add a green light in there as well if you wish using the same tagname for the normal lights. If you want the alarm to play only local to the door make sure you center the wav sound on an entity (set unit: alarm light) or leave the 'set unit' blank to make the sound play across the map. Don't be alarmed (groan) if the wav doesn't stop immediately when the door closes, the sound file sometimes does carry playing on for a few seconds.
 
Holy hell I had no idea the Triggers were going to be that numerous and that detailed. No wonder I couldn't figure it out. Thank you very much. I'll get right on it and put them in when I get home from work. And seeing as how this FOTM section is quite....isolated lol, it'll just be you and me for a while I suppose.
 
That's only an itsy bitsy trigger.

Though you could lose the variables and just have;

At start:

Condition:
Always

Action:
Set red light script state (unticked)

Door Open Sound Alarm (Preserved)

Condition:
Object Script State of 'FrontGate' (ticked)

Action:
Set white light script state (unticked)
Set red light script state (ticked)
Set alarm light script state (unticked)
Play Sound: sound/Game/Alarm.wav

Door Closed Turn Off Alarm (Preserved)

Condition:
Object Script State of 'FrontGate' (unticked)

Action:
Set white light script state (ticked)
Set red light script state (unticked)
Set alarm light script state (ticked)

But what's an alarm without people reacting to it and to do that you'd probably use a variable anyway.
 
Ah it works perfectly. Thanks. I also fixed the issue of me being alarmed when the gate closes but .wav is still playing. I started the alarm and with my watch counted how many seconds it takes to finish. Then I, with the addition of the time it takes for the gate to slide back to the closed position, put in a number that makes it so the gate stays open the entire time and right as the .wav is about to end it starts sliding back. Sure the gate stays open for a longer time, but it helps complete the feel of the mission.

On another note, I also finished modifying some of the BOS guards' "behavior" so that when the alarm sounds, 2 of them run straight to the gate and walk a circular path around it once to "check out the disturbance" and then walk back to the barracks/vehicle depot. Which I have constructed myself. I have little stalls(pushed up against the mountain, they have 2 walls and a roof) where the vehicles are stationed. Added in some of the garage object/tiles like the ramp that the vehicle goes up on for tune ups.

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New issue:

I hope you aren't mad that I'm constantly asking for help. <_< Some people like it, others don't lol.

But I'm having trouble getting a patrol of 2 BOS soldiers to enter a Hummer from the Vehicle Depot and drive it out.(Can they even do that?)

The waypoint stuff is easy and I can get the path worked out on my own. But yea I just don't know how to get them to get in there, and actually drive it without them being in my squad(as in, me controlling them). The initial breakout of the prisoners revolves around this one single incident. Patrol in hummer is cruising down the road and BAM! it hits a small mine and is then finished off by 2 Raiders who are hiding behind the rocks in the dark.

That's where a group of 5 Raiders sneak into a hole I made in the fence and where the leader of the Raider assault pulls a switch that opens up all the prison cells causing all the prisoners to run around. I have the 2 raider ambush in there, I got the landmine already in place, the 5 man raid group is sitting there on a delayed time that I'll calculate later(BOS soldiers walking to car + getting in and driving to ambush + firefight = the time)

I need that Hummer ambush to basically start off the mission with a bang.
 
There's no ai controlled vehicles or command to enter a vehicle.

The only ways to do it are to have a zone around the vehicle. When the actors reach the zone have a trigger to deactivate them, 'player move state deactivate' then either use the 'move unit' command to shift the vehicle (give it a tagname) along a chain of waypoints to the mine. Though this does look very jagged and the vehicle won't be animated.

Or alternately you could control them manually up to hitting the mine and use something like fraps to record the sequence and rad game tools to convert it to a bink movie. Then as above when they reach the zone around the hummer have a trigger play the movie, deactivating them and moving the hummer to the location of the mine (while the movie is playing) then kill the hummer with a 'kill entity' trigger.
 
What about that one St Louis mission where you go up to the injured BOS guys to heal them, and then they enter the APC? Do they actually enter or do they just make the entities disappear or something? I remember the mission, which is why I thought I could get the guys inside the Hummer. T_T
 
They are just made to disappear either using the player move state deactivate action. Or by changing their player index to a deactivated one, I can't remember which.
 
Thank you for the assistance. I think I can handle the other aspects of my map for now. It's a lot of waypoints and character entity placement, at least until I think of something new.

I decided instead of doing that recorded fraps video thing, I was just gonna place a Hummer with low health(not disabled, so it looks normal) and couple that with the 2 BOS soldiers who are also in low health. I'll have my 2 Raiders armed with rockets and grenades walk their way to the mini encampment(It'll be like one tent and a fire pit with a fire) and just go crazy on them. Boom boom boom, I got my exploded Hummer, and dead soldiers. Gonna have to add a delay before the Raiders start walking though so it'll give me a chance to walk around a bit.
 
Use a zone, or a timer or both to start the raiders once the player has reached a certain point in the map.

And remember to use the centre view action to move the camera to show their little engagement. Otherwise the player might miss it.
 
This brings up something I've been curious about. Not exactly relevant to the initial question, but I can't recall seeing it discussed.

With regard to no AI controlled vehicles, now that there are sprite editors, is it possible (if tedious) to make new vehicle sprites as "actors" instead of "vehicles", with 8-direction animations instead of 32-direction? The frames for various kinds of damage and death must all be there.

If we refer to it as an "actor-vehicle", then it sounds like one could have AI enemies that would go to a waypoint next to an actor-vehicle, deactivate the enemies player index to simulate them getting in the vehicle, then start the actor-vehicle out on a series of waypoints. I guess you'd also set the actor-vehicle's player index to be hostile to the player as long as the enemies were supposed to be driving around.

Now getting the enemies out of the vehicle, and simulating their injuries if the vehicle was shot up or destroyed, that sounds like a triggering challenge.
 
Vault Maker said:
This brings up something I've been curious about. Not exactly relevant to the initial question, but I can't recall seeing it discussed.
I think JJ and a couple of others were going to have a go last year when Dak released the new version of Redviewer. So either they are still working on them or have given up.

Vault Maker said:
With regard to no AI controlled vehicles, now that there are sprite editors, is it possible (if tedious) to make new vehicle sprites as "actors" instead of "vehicles", with 8-direction animations instead of 32-direction? The frames for various kinds of damage and death must all be there.
In theory it should be possible to extract the frames from one of the vehicles and import them into an actor sprite. I'd try using the tank bot or load lifter as a base since their track animations might tie up with the apc at least. It might not be as smooth looking when cornering, and you'd need to remember to replace the attack animations as well. Perhaps someone clever could photoshop some of the muzzle flashes over the vehicle windows for those frames? Probably the only vehicle that couldn't be done, or I should say couldn't be done easily is the tank. Even if the frames of the turret were married to the rest before importing into a new sprite it would be doubtful you could get the turret to turn and target independently.

Vault Maker said:
If we refer to it as an "actor-vehicle", then it sounds like one could have AI enemies that would go to a waypoint next to an actor-vehicle, deactivate the enemies player index to simulate them getting in the vehicle, then start the actor-vehicle out on a series of waypoints. I guess you'd also set the actor-vehicle's player index to be hostile to the player as long as the enemies were supposed to be driving around.
This would be the easy bit, no different to triggering any normal actor, you wouldn't even need any extra waypoints to control the vehicle actor.

Vault Maker said:
Now getting the enemies out of the vehicle, and simulating their injuries if the vehicle was shot up or destroyed, that sounds like a triggering challenge.
Again this would be fairly easy, you can use the move unit command to teleport them to the crashed vehicle before reactivating them. To simulate their injuries you could just have a set of clones which you'd set up injured when placing on the map.
 
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