Or find items that can be "replaced" Like a diary which could be 'converted' to a PC (since there's no limits to the number of computers)
A diary could also be replaced by a "note" like Strauss' invitation (prop_sign), or open a popup. Then it can be read but stays in its place and doesn't require an item slot.
barabbah and malkav I am just curious if it is possible to have generic item that could be used in generic quest. Something random or generated by scripts, for a "permanent world" for example you have a basic npc that generates quest among a pool of quest with random item on some map made for this.
barabbah and malkav I am just curious if it is possible to have generic item that could be used in generic quest. Something random or generated by scripts, for a "permanent world" for example you have a basic npc that generates quest among a pool of quest with random item on some map made for this.
barabbah and malkav I am just curious if it is possible to have generic item that could be used in generic quest. Something random or generated by scripts, for a "permanent world" for example you have a basic npc that generates quest among a pool of quest with random item on some map made for this.
Not sure that it is clear.
I don't see problems there, except for the one I mentioned in a previous post: I think the game loads item data either on startup or when a savegame is loaded.
But if you want to discuss this further, you should create a new topic since it is not related to the multiplayer restoration mod.
Something random or generated by scripts, for a "permanent world" for example you have a basic npc that generates quest among a pool of quest with random item on some map made for this.
This could probably be done in the way that The Final Nights and Prelude mods create random loot to find.
Does anyone know how to use ent_fire and ent_setname commands in this game? I can't seem to get them working with the syntax that the game provides.
I've figured it out for ent_fire, this command is half broken and doesn't quite work how you'd expect it to. It doesn't always work with inherited methods. So for example, on a Character derived entity, this would work:
ent_fire mycharacter bloodgain 1
This wouldn't work (necessarily):
ent_fire mycharacter setname "new_name"
There's no feedback unless the method fails because of a bad parameter, so you also need to check for yourself if the method has worked.
Unrelated to this, I have another question. Are there any entities, point or brush, that have string properties that can be changed with native class inputs that also pass parameters as string? Not counting SetParent, SetName, etc since those are inherited input methods. I've looked at most of the point entities but none of them fit this criteria.
Does anyone know how to use ent_fire and ent_setname commands in this game? I can't seem to get them working with the syntax that the game provides.
I've figured it out for ent_fire, this command is half broken and doesn't quite work how you'd expect it to. It doesn't always work with inherited methods. So for example, on a Character derived entity, this would work:
ent_fire mycharacter bloodgain 1
This wouldn't work (necessarily):
ent_fire mycharacter setname "new_name"
There's no feedback unless the method fails because of a bad parameter, so you also need to check for yourself if the method has worked.
Unrelated to this, I have another question. Are there any entities, point or brush, that have string properties that can be changed with native class inputs that also pass parameters as string? Not counting SetParent, SetName, etc since those are inherited input methods. I've looked at most of the point entities but none of them fit this criteria.
Other string that I think but I am not sure if that would work:
I tried all of those to mixed results. Squadname, I couldn't change at all, even with TweakParam(). Dialog and team can be changed but their behaviour on ent_fire is broken. Sadly it seems this avenue of approach is impossible.
I'm going to see if there are any persistent string properties clientside that can be read on the server. This is how player stats are read but there's no string properties as far as I can tell...
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