Recent content by Helios

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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    I found a very simple solution :wink: variable spec_ani; procedure combat_p_proc begin if (spec_ani != 1) then begin //Combat begin animation anim(dude_obj, ANIM_magic_hands_middle, 0); spec_ani := 1; display_msg("combat start"); end end procedure...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    I think the simplest way is to use Goris. We talk for a few months over that. The start/end combat Goris animation is hardcodet but you can change it. The problem is that only one critter on a current map can use this. The default engine values in dec for Goris...
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    @Mash You was right about my sfall, it fixed your bug, with the "normal" sfall it crash. @Michael A Yes, Mash did the great HiRes Patch :wink: I wrote a mod that includes Mr.Fixit and I also changed a few things. Mr.Fixit has support for HiRes, a button on the iface and a hotkey, which...
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    I make a mod that include Mr.Fixit and support for the HiRes Patch. I see no problems with it. Here a screen in 1024*768 resolution:
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    Yes we talk about the same thing ;)
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    @Mash Great work ;) No problems at moment with the new Version. My suggestion would be enlarge the console on the left side. @Wolna
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    Yes of course :) First look at this two screenshots. Mr.Fixit without my modification: Mr.Fixit with modification: I use the same X,Y Positions by both screens. Here a snip of my script for that: #define Scr_Width read_int(5025131) #define Scr_Heigh read_int(5025126) ...
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    @Mash Can you fix a little problem with new "say windows"? The maximum Y Position is 480 also with your patch. I fix this with sfall: SafeWrite32(0x00430523, 0x4CAD66A1); SafeWrite32(0x0043054C, 0x4CAD66A1); SafeWrite32(0x00430555, 0x4CAD66A1); The Reason is, I change my new Buttons...
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    Assigning scripts to drugs

    Josan you can use the original drug items. It's not a big problem. Thats's not right. I use scripts that assigning to drugs. But with animations it will not work good. Only when you use the drugs at inventory the script play animations after close the inventory. But I think the animations...
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    The Script Buttons

    Yes, I read the engine and use my new offset values for it. It is possible to change the engine but unnecessary. While there are still other possibilities, but from my perspective, it is the simplest and most effective way to do. If I have more time I will try out.
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    Assigning scripts to drugs

    Yes thats right ;) timeslip add 3 new commands for it: When you need other "Addict windows" I can make it with my Script Button Method.
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    The Script Buttons

    @Jesterka Yes that would be glad if the BGE would use my script button. You need only the fixit button or more? @Grayswandir Yes in my first post is a link to a little pack. You must copy the files into you F2 directory. Mr.Fixit is included. @Alchemist Yes, you're right. However...
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    The Script Buttons

    @Jordan I send you the Files. I hope this help you :) @Alchemist Yes it is possibel. Sorry, the images are not perfect, but I am not a good grafic artist. The main Problem is when you leave the game and start with a new char. Because all scripts stop and the variables were...
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    The Script Buttons

    Thank you Lexx :) Yes, this is correct. You can add buttons at interface, pipboy, worldmap ect. ;)
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    The Script Buttons

    I have in the past already posted, but without replys. So here's a bit more detailed: Fixit Button pressed: Button released with open Fixit: Second Button pressed: Fixit Button in combat pressed: Fixit Button in combat released: And back out of combat: Here...
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