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Deathwatch

For the skills checkboxes you're thinking of, instead of actually using checkboxes, I'd recommend grabbing the image files that are used by the checkboxes - turn them into image portals, and then use your position script to hide and reveal the checked and unchecked version that's correct.

#situational requires several hundred lines of complex code. I would highly recommend that you wait until after you've gotten your files fully functional before you start working on the "nice to have" part of your to-do list, especially when those parts are extremely complex.

For the implants, you can set up a bootstrap condition on each:

!ImplantMiss.XXXXX

(ImplantMiss would be an identity tag in the cybernetics component, so each implant is looking for its own tag on the race).

Then, when each chapter bootstraps the space marine race, if they're missing an implant, they bootstrap it with an autotag - the ImplantMiss tag for that implant. The presence of that tag means that the bootstrap fails its condition, so that implant is non-live, and won't affect the character or be shown.
 
Equip/no equip is simply a tag

There are two portals on the pick template for gear, and both of them show the name field. One is a label portal, the other is a checkbox portal.

If the tag is present, show the checkbox portal, and hide the label portal, else show the label portal and hide the checkbox portal.
 
Equip/no equip is simply a tag

There are two portals on the pick template for gear, and both of them show the name field. One is a label portal, the other is a checkbox portal.

If the tag is present, show the checkbox portal, and hide the label portal, else show the label portal and hide the checkbox portal.

I was thinking that was the case with it, I should be able to get that working then. Some of the wargear has scripted effects that only come into play when the user has them equipped, instead of always active. I'll crank out that code.

I didn't know #situational was hundreds of lines of coding. ^_^ one day I'll get to it then lol. I'll just leave notes in the gear where it needs to be added later on.
 
Alright I got everything set up as you suggested, but when I pick the black templars chapter its not hiding the two implants it should hide. What should be the timing on the bootstrap conditions?
 
I'd recommend you pick a phase & priority that you'll use for all the bootstrap conditions in this game system, and stick with it as much as possible.

You want this phase & priority to come before almost every other script in the game - the only scripts that should come before this are the scripts that are setting up tags that will be tested by these. If a script on a thing you're bootstrapping comes before that phase & priority, you'll get error messages. (The thing doing the bootstrapping can have scripts before then).

In Shadowrun, I use Initialize/1000. In Savage Worlds, it appears to be Initialize/2000.
 
alright, do I need to set up anything in the compset?

I have chosen to go with Initialize 1000 but its still not working for some reason...
 
They might be looking for the tags in the hero context rather than the pick that bootstrapped them.

Try a script at Initialize/900 on the component for the space marine race:

perform forward[ImplantMiss.?]

That'll copy all of those to the hero.
 
Mathias,

I have two tables set up on the Squad Mode tab, I set them up using the same component but showing their data based on whether the squad mode ability has a Hide.SquadDef or Hide.SquadAtt tag on them. It works fine but I am having a bit of difficulty figuring out how to implement this in the editor. Any ideas?
 
Mathais,

I am looking at the gizmo things you posted. I am trying to figure out if I should use this create the skills that have "groups" associated with them, or just create them as individual skills instead since new skills that aren't bootstrapped via the space marine race or chapter are added via the advances tab... What do you think I should do?
 
Mathias,

I have two tables set up on the Squad Mode tab, I set them up using the same component but showing their data based on whether the squad mode ability has a Hide.SquadDef or Hide.SquadAtt tag on them. It works fine but I am having a bit of difficulty figuring out how to implement this in the editor. Any ideas?

Please clarify. I don't understand what question you're asking here.
 
Mathais,

I am looking at the gizmo things you posted. I am trying to figure out if I should use this create the skills that have "groups" associated with them, or just create them as individual skills instead since new skills that aren't bootstrapped via the space marine race or chapter are added via the advances tab... What do you think I should do?

I'll need more information about what you're talking about, how it's used in the game, and what sort of flexibility it allows before I can answer this question.
 
Skills in 40k are purchased with experience points (Advancement Tab). The player does not get skill points to spend on skills at character creation, you either get skills for being a Space Marine, or from your Chapter or Specialty, (Bootstrapped, basically). Skills are improved by spending experience points, in increments of 10. I set up tags to handle the increases. If a skill has the Skill10 or Skill20 helper tag on it, the system will add the appropriate bonus. After thinking on it a lot, I don't think the skills that have Talent Groups will need a gizmo for choice of talent group. It might just be easier to have each individual skill listed out instead. Instead of doing Pilot and setting up a pull down gizmo for the group it applies to, just have the skills created as Pilot (Personal) or Pilot (Flyers), etc. These skills will only show up on the character sheet if the player adds them via the advances tab.
 
Skills are normal traits, with a minimum of 0 and a maximum of 2.

1 is displayed to the user as +10
2 is displayed to the user as +20
0 is displayed as an unmodified skill

That way, you get all the existing mechanisms for advancement, controlling skill values, etc. All you have to do is control how the numbers are displayed.
 
Hmmm, I hadn't thought about doing it like that before. Sounds simple, and would do away with the tag system I created to handle it.

I will have to make changes to the system already, but the way you're showing me to do it would be pretty simple to set up I think. I could just take the trait value and multiply it by 10 to get the values for the skills to add to the linked attribute. And it may be easier to implement this via the advances tab than the tags would have been. I'll look at what I have done and figure out how to recode it. I will have to set it up to range from -1 to 2 though, with -1 being untrained, basic so that hero lab calculates those skills at 1/2 the value of their linked attribute, but that shouldn't be a problem to implement.
 
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Mathias,

I have started working on the equipment mods for Deathwatch. I am currently attempting to make heads and tails out of the information you gave for gizmos. I may request some assistance on this later if I can't figure it all out.
 
Mathias,

When dealing with weapon mods, what is the best way of handling weapon mods that a weapon can only have one of? In Deathwatch, ranged weapons can only have one sight type modification (Red-dot sight, or Telescopic Sight for example). Should I use tags to generate a validation error on weapons that can only have one sight? This is my first attempt at dealing with gizmos and I'd like to figure out how to approach the requirement.
 
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