Fences
From FleshWorks
by David
This is a tutorial for creating a place to sell items you have stolen, not the kind of thing you find in your garden!
- Create an air brush wherever you like. Please note, you'll be teleporting the player inside this room so it does not need to be in the "correct place" in your map. Decorate and light this room as you wish, but do not populate it with AI.
- Place a PlayerStart inside the room (Marker > Keypoint > NavigationPoint > PlayerStart) and face it towards the position the fence AI will be.
- Edit its properties (select it & press F4) and add Teleport > TeleportDestName to it. Set this to Fence
- Add a single AI of your choice and face them towards the PlayerStart you created earlier. Edit the AI's properties (select & F4) and add AIPawn > SensoryModelClass > DisabledSensoryModel to it. This should stop the AI responding of it's own accord.
- Still in the AI's properties add AIStore > FenceDontBuyTypes. This is pretty simple, just tick the items you do NOT want Fence to purchase from the player. It appears you must select at least one of these for the Fence to work.
- Add and customise the following too, all under AI Store .FactionForStoreBark, FictionForStoreBarks and MissionForStoreBarks. These should affect the things the AI will chat about, customise these as you wish.
- Finally, if you would like the the AI to comment on the (large) amount you've spent or sold when you cross a set threshold, add LargeTransactionThreshold, which is also under AIStore
- Add LoadFilter > ObjectLoadFilter to the AI and check items 0 through 9. This affects the "days" in Thief III that the fence is active on. You must select at least one.
- Note down the AI's name, it appears in the title bar of the properties window in brackets, you'll need this later.
- In the main section of your map add a door where you want your Fence to appear. Add Lock > blsLocked to the door and set this to True.
- Add Scripts > TriggerScripts to the door and delete all the current entries. Add the TriggerScript CitySections > StoreScripts > EnterFence.
- Select the door and right-click it. From the menu pick Actor Links. Click Add Link and select TriggerScript from the Link Types. In the TO text box add the name of the AI you created in the store and click OK and Done.
You can have multiple fences in a map, each one just needs its own EnterFence script where the Teleport Player to DestinationTeleporter is customised for each of the Fences' PlayerStarts.
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