This new trigger class allows you to transfer custom made items to the player during a conversation - something the original Deus Ex code cannot do, it can only transfer the original deus ex items.
CUSTOM ITEM TRANSFER TRIGGER ============================ What is it? =========== This new trigger class allows you to transfer custom made items to the player during a conversation - something the original Deus Ex code cannot do, it can only transfer the original deus ex items. At the moment, this trigger is in Final Beta testing stages although I am confident all serious bugs are removed. Installation: ============= Simply extract/copy the CustomItemTrigger.u file into your deusex/system folder. How to use it: ============== In UnrealEd, load the CustomItemTrigger file through the code browser. This makes the trigger available for use in the code browser lists. In your map, simply place a GiveItemTrigger actor into your map and set the tag name to something unique (for example "MyTrigger"). There are seven properties of the trigger that need ot be set for it to work and these are: itemToGive - this is the class of item to give to the player. Simply select the item in the code browser and click use in the properties window to set it. Only items that are below the Inventory class in the code browser are usable. I do not see why anyone would bother to create collectable items outside of the Inventory heirarchy. numTogive - for items that are stackable, this is the amount of the item to give to the player/NPC bTakeFromNPC - if this is true, the trigger will attempt to find the NPC that is giving the item and remove the item from it's inventory. If the NPC does not have the item, the transfer will fail and the flag will be set accordingly. takeFromBindName - this is the unique conversation bind name of the NPC that will give the item to the player. This is needed so the trigger can properly identify the NPC in the conversation. bTakeFromPlayer - If this is set to true, the transfer will only happen if the item is in the player's inventory. Use this property when transferring items from the player to a non-player character. GiveToBindName - this is the unique bind name of the NPC you want the item to be given to. Use this wehn transerring objects from the player to a non-player character. FailedFlagName - this is the name of a global flag that is set to true if the player is unable to accept the item or if the player has not got the item to give (when transferring items to an NPC). Use this flag name in conedit to check for successful transfers. The final thing to do is to create a trigger event in your conversation file and make it trigger the GiveItemTrigger actor (in this example, set the trigger to "MyTrigger" - the tag name of the trigger) It is possible to make several triggers all work from the one trigger event and thus give the player several items at once. I would advise setting up seperate flag names and flag checks in this instance so that you know what the player has and has not accepted during the conversation. Bug Reports: ============ If you come across any unusual behaviour or bugs, please email me at firstname.lastname@example.org and give a detailed description of what went wrong and how you had set up the trigger and conversation. Disclaimer: =========== You are free to use this trigger in any of your mods providing you include this text file when you distribute it. You may use this code as a base for another mod providing you give credit to myself and Ed Harris. Credits: ======== Base Code: Dave 'Damocles' Hodgson Additional Coding and testing: J. Cody 'Ed Harris' Herzog Final coding and optimisation: Dave 'Damocles' Hodgson Contact: ======== Damocles - email@example.com Ed Harris - firstname.lastname@example.org
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