Making a special encounter - got multiple questions

sloppy

First time out of the vault
I'm currently making a very minor mod to FoT, based off the "Cafe of Broken Dreams" encounter in Fallout 2. If anyone remembers it it's the dilapidated remains of the Maltese Falcon bar from F1 where you can recruit Dogmeat.

Everything's fine when running the map as a custom map with a character hacked in. The npcs wander around like they should and you can recruit Dogmeat without any hassle. But I have no idea to make this work as an actual special encounter.

I've simply added:
"campaigns/missions/special/missonDogmeat.mis;mission_name_dogmeat;20;true;true",
to the "specials" array in tables/special/campaign.txt
Where do I set the name "mission_name_dogmeat"? I assume it's the name displayed on the world map.

What things do I need to import for it to work in the campaign editor? I assume it can only be run as a campaign.

Anything else I need to do to make it work as a campaign?
 
The mission name is set in locale/game/generic_mission.txt. Just add another line i.e. mission_name_dogmeat = {Cafe Broken Dreams} to the end of the file.

To import it, just load up your cam file in the campaign editor. At the top of the screen select tools, import specials and then in the pop up window select your edited campaign.txt.

Then you can add the mission to the map, click on specials and you should see mission_name_dogmeat on the list. Select it and change the numbers to 1, 1, 1 for a single square and left click on the map to place the encounter (right click to clear it). Save and start a new game.
 
I'm pretty much done with the encounter, save for a few bugs. As it is now. Marcus from F2 is there with a portrait, spoken dialogue and Dogmeat. Both are recruitable and there's also a Jukebox that plays the intro songs from F1 and F2.

First, I'm having trouble figuring out how to make the jukebox work as it should. Right now it's just a switch that plays song 1 on using it the first time and song 2 when using it the second time.

After that it won't replay any song and clicking it just rewards me with "that does nothing". I would also like to add more songs to it later, so a more intelligent way of cycling the songs would be nice instead of just using the inherent boolean lever up/lever down.

I would also like to have a floating text saying what song is currently playing, but I can't figure out how to pull that off. I mean there are signposts in the game with floating text, but I can't figure out the mechanics.

Second problem is bugtesting the campaign. Will I have to play thru the first mission to get to the world map and try the encounter? I mean I can bugtest it ok as a singleplayer mission, but I wanna make sure it appears as it should on the world map, and that the campaign variables work as they should (I have one that checks if mission 8 has been completed), so Marcus doesn't join right away.


Lastly: Do I have to make this a campaign? Can't I just include this mission in the standard BOS campaign some way. Also, is there any way to make the mission playable from a savegame made on the BOS campaign?


requiem_for_a_starfury said:
The mission name is set in locale/game/generic_mission.txt. Just add another line i.e. mission_name_dogmeat = {Cafe Broken Dreams} to the end of the file.

To import it, just load up your cam file in the campaign editor. At the top of the screen select tools, import specials and then in the pop up window select your edited campaign.txt.

Then you can add the mission to the map, click on specials and you should see mission_name_dogmeat on the list. Select it and change the numbers to 1, 1, 1 for a single square and left click on the map to place the encounter (right click to clear it). Save and start a new game.
Thanks alot man.
 
You need to tick the check box 'preserve' to make triggers fire over and over. You'd probably need a zone around the jukebox, and would definately need some form of token to be equipped if you want more than one song to play.

For example have some holodiscs that contain the songs, sort futuristic eight tracks. Give each disc a seperate tagname then make the
condition
human has exactly 1 item tagged disc1 equipped at jukebox zone
object script state of switch is ticked
action
play wav boogie woogie.

Or you can have a variable instead of the switch.

You'll need to play through the first level, but you can replace the first level with a dummy map with just a spawnpoint and exit grid (and trigger to take you to the world map). You can import it into the standard campaign, use the path option as detailed in the editor readme but you can't import it into an existing save game.
 
Thanks alot for your help man. The mod is now finished, altho without any music-playing jukebox (which would have make the mod balloon in size anyway so I guess it's better without it).

Know of a good filehost where I can upload it? It's 15 megs compressed. Also, I would appreciate if someone could look it over briefly to see if there are any obvious bugs.

requiem_for_a_starfury said:
You need to tick the check box 'preserve' to make triggers fire over and over. You'd probably need a zone around the jukebox, and would definately need some form of token to be equipped if you want more than one song to play.

For example have some holodiscs that contain the songs, sort futuristic eight tracks. Give each disc a seperate tagname then make the
condition
human has exactly 1 item tagged disc1 equipped at jukebox zone
object script state of switch is ticked
action
play wav boogie woogie.

Or you can have a variable instead of the switch.
Thanks again man, but wouldn't it be possible to use a variable and a trigger for each stage and just cycle thru the different songs that way? (First click plays song 1, second plays song 2, third plays song 3 and then it loops back to first)

Either way, I can't get it to work.

First i set the variable "song playing" to "3" in an "always" trigger.

The actual triggers look like this (paraphrased):
Code:
Con:
If mvar "song playing" is "3"
Object script state of "Jukebox" (on)

Actions:
Set "Jukebox" script stage (off)
play wav
set mvar "song playing" to "1"

Something is wrong with it tho and the song starts repeating itself (trigger keeps getting triggered) and the game crashes.
 
The bunker is turned on so to speak by the victory conditions, just exiting the map won't fire them.

The special encounters aren't affected by triggers, either when you imported the new encounter they got messed up or you just aren't having any luck. Double check your campaign.txt that you haven't left any spaces where there shouldn't be any and that you've used the correct brackets {} and closed all the brackets.

The jukebox triggers will need to be seperated into at least two parts and probably need more than one variable for each condition.

Off the top of my head with out testing.

Trigger Set up

Condition
Always

Action
variable song1 playing is f
variable song2 playing is f
variable song3 playing is f

Trigger Play first song (Preserved)

Condition
if variable song1 playing is f
if variable song2 playing is f
if variable song3 playing is f
object script state of jukebox is ticked

Action
Play wav1
set variable song1 playing is t

Trigger play second song (Preserved)

Condition
object script state of jukebox is unticked
if variable song1 playing is t
if variable song2 playing is f
if variable song3 playing is f

Action
Play wav2
set variable song1 playing is f
set variable song2 playing is t

Trigger play third song

Condition
if variable song2 playing is t
if variable song1 playing is f
if variable song3 playins is f
object script state of jukebox is ticked

Action
Play wav3
set variable song 3 playing is t
set variable song2 playing is f

Trigger turn off jukebox (Preserved)

Conditon
if variable song3playing is t
if variable song1 playing is f
if variable song2 playins is f
object script state of jukebox is unticked

Action
set variable song3 playing is f

Or something like that, which should stop the feedback loop.
 
requiem_for_a_starfury said:
Double check your campaign.txt that you haven't left any spaces where there shouldn't be any and that you've used the correct brackets {} and closed all the brackets.
Bingo! I had a formating error in campaign.txt

cafeofbrokendreamszg2.jpg
Is the final result. It was easier than I thought. Has anyone remade missions from f1 / f2 in tactics? I mean the voiced dialogue and portraits are just there for grabs, and there are some unused missions avaliable too.
 
I just tried the campaign I made and realized that only my own special encounter that I added is in the game.

When I open up bos.cam I see the specific squares where special encounters can occur in (using show totals), but when I open up mine, only the one I manually added is there. I try to just rename bos.cam to cafe.cam and then edit that file, but still there are no squares marked. Where is this information stored and how would I go about transfering it to my campaign?

I mean the random encounters and landscape encounter zones (by which I mean the squares where they may occur) are transfered just fine
 
The map positions most likely got erased when you imported the file with the formatting error. You'll have to add them back in, but the quickest way is just to extract the bos.cam from the Mis-Main_0.bos file and start over.
 
requiem_for_a_starfury said:
The map positions most likely got erased when you imported the file with the formatting error. You'll have to add them back in, but the quickest way is just to extract the bos.cam from the Mis-Main_0.bos file and start over.
I use an unedited copy of bos.cam now. The problem is that when I import special encounters from campaign.txt to a copy of bos.cam, the predefined squares they could spawn on disappear, even tho they are there when I just load up the .cam in the editor.
 
requiem_for_a_starfury said:
Does your edited campaign.txt still have the original encounters listed or just your new encounter?
The originals are there. They are added to the list just fine, it's just that their predefined squares disappear when I load my own campaign.txt. I'd have to manually add them all back, and they are like 25 over 20 squares...
 
requiem_for_a_starfury said:
Did you add your encounter to the begining or end of the list? If the begining, that might explain why the encounters are being reset.
Either way resets it.
 
I'd had the same problems, with no rhythm or reason when you import a the campaign.txt file, sometimes it does it and sometimes it doesn't.
 
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