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Fallout: Tactics Editor News Please post any questions you might have about the editor in the Forum and I'll see if I can get Karl to answer them. (16 April 2001) The Wrecking Crew has just received some answers to more questions about the FO:T Editor: 1) Is it possible, or will it be possible with the editors to make it so each quartermaster in the different bunkers has a different inventory? The QM inventory obviously is added to based on mission completion, can it be set to auto replenish based on time? Is the QM inventory the only one that can be replenished or added to during the course of the campaign? No. 2) Is there a game clock and can a mission/event be triggered by the passage of time? Yes to both. 3) Can new inventory items be created and a new graphic imported for it? Yep, you use the sprite editor to make the graphic. And the entity editor to setup its details, and link it to that sprite. 4) I notice that the terminals have to be "npcs" (The Canyon City terminals), is making a non-inventory item an "npc" the only way to make it interactive? Not sure about this one. Need more details about what you mean by interactive? If you mean can you talk to it, then making it an actor is the only way yes. 5) Can a limit be placed on how many members a squad can contain (less than 6)? If so can this limit be changed during the course of the game? Hmm, no. 6) If a recruit is made available in the pool can he later removed and be no longer available if he has not been selected? No. 7) Can recruits have traits? Yes, in fact this is fixed by the patch. 8) In reference to temporary squad members (such as the Reaver elders in Newton), how many such temp troopers can join the squad at once? Can the same temp trooper join the squad each time it visits the map? No theoretical limit. Hmm, I think the same guy can join each time. 9) Can a building designed on Map A be copied and pasted to Map B? This is reasonably simple. 10) Will we be able to edit copies of the actual game
missions so as to see Yep, that would be the best way to get started. 11) Can vehicle stats be changed (+/- HP, passengers, resistances)? Yep, using the entity editor. 12) Can any type of creature be an npc that can join a squad (can a talking giant roach join the squad)? Sure thing! 13) Can the size or number of squares on the world map be changed? Yep. 14) Can a mission have a time limit? Yep. Some very versatile triggers for doing this. 15) Are there tile sets for intact buildings from before the war? Uhh, no. You could use the less beaten up ones I suppose. (Thanks again to Karl from MF for taking the time to answer these questions). (12 April 2001) MP Co-op News I found this on the board, you replied to someone but
the answer is 1) Can I set it up so that the user gets to define his entire squad as it is in multi-player? A) You can make multiplayer maps that use single
player logic through But you can't use campaigns in multiplayer. (I sent this follow-up) Does this mean you could set up a MP co-op map vs. the AI but you couldn't construct a whole MP co-op campaign? That is correct (This means we will be able to make MP Co-op maps for deathmatch play. Thanks again to Karl for the information). (11 April 2001) The Wrecking Crew has just concluded an operation in Canberra, Australia that has resulted in the acquisition of new information on the FO:T editor. Our operative was able use the latest electronic means to gather the following: I was hoping you could take the time to give a few quick yes or no answers to these questions. The editor community has a lot of questions and I could post this as a FAQ and get some answers out. 1) Is the Recruit Pool a global effect? Yes. Can separate pools be set up? No. Can an NPC that is met in the field be designed to be recruited?
2) Is there any way to do dialogue trees? How about a
Yes/No question No, we never got time to put that in. 3) Is there a way to design a mission map so that the player can start it, exit the map, and return to complete it later? Can a map be designed with no mission, just local quests and shopping opportunities? You can setup a map that lets you exit any time (via
an exit grid), and 4) How does the editor compare to the JA2UB editor for ease of use, etc.? (Someone there must have played JA2UB). No one here has used the editor. :( 5) Can a map be designed that is not accessible on the overland map? I want to do a prologue and then move the character with a "cut scene" and not let the player get back to this map (the first map is set during the actual war,before everything became ruined). Yep, in fact in FOT there is 3 missions at the end of the game that do this. 6) Is there any way for a player to take a current vehicle into a new mission map? I believe so. 7) How is the mission objective mini-map in the Pipboy created? There is a command in the editor to make an image of the map. You can then touch it up in photoshop, and import back into the pipboy map editor (within the map editor). 8) Can a (non-special encounter) location be found just by wandering or does it have to be assigned a mission? Can the chance of finding a specific special be adjusted (adjusting the required Outdoorsmanship, perks, Luck, etc.). Yes, that's all possible. 9) Can an action in a mission map or the results of a mission cause a change to the type or frequency of encounters in the overland? Yes, in fact this occurs in FOT. (Can't find mutants or robots at the start of the game) 10) Can a locked door in map A require a key from map B (from a different mission)? Yes. 11) If a player has an assigned but unresolved mission
can they be Yep. 12) Can you receive a new mission at the exit grid of the current complete mission without returning to a bunker? Yep. 13) Can enemies drive and shoot from vehicles? Nope :( Karl Burdack (Thanks to Karl at MF for surrendering the information before we had to resort to unpleasant methods) |