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  1. J

    Tracking contents of both hands

    I'll try some other stuff out these days and get back to you @Sduibek, should be a way.
  2. J

    Tracking contents of both hands

    Hmmm, seems I was being too cocky (kid). inventory movement can be tracked just fine, but item dropping seems unsolvable to me. The issue is how you can tell whether something that's being dropped is in the off-hand or in the backpack (keep in mind that, given the changing object pointers, the...
  3. J

    Demoralizing enemies? Is this a thing in the default game?

    Yeah, it's AC: http://falloutmods.wikia.com/wiki/AI.TXT_File_Format Relevant lines: hurt_too_much = stringIndicates the condition in which the NPC starts running away. Multiple conditions are separated by commas. blind 40 crippled 3c crippled_arms 30 crippled_legs 0c...
  4. J

    Tracking contents of both hands

    you can use the inventorymove hook to track all inventory changes, and removeinvenobj all item drops/throws, so with those combined you can relatively easily track what's in both hands indirectly (I'll see if I have an example somewhere tomorrow).
  5. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Or just block out the "I" key and a release click over the UI area where the inventory button is with disable_ui for a short period (exactly how short you have to try out yourself, it's hard for me to figure out exactly). That way you don't have to change the FID back as the inventory never fires.
  6. J

    Sfall Scripting

    I just mean to do the exact same thing you did to start the animations, only again, thus resetting it.
  7. J

    Sfall Scripting

    Oh, right. Then I guess you'd need a global script where you check once for all scenery objects sharing a certain FID (e.g. alarm sirens) on combat_is_initialized and then reset their animations.
  8. J

    Sfall Scripting

    Oh right, critter_proc doesn't run during combat; isn't there some combat start thing in combat_proc?
  9. J

    Sfall Scripting

    Have you tried simply resetting the animation after combat starts as a workaround? Not ideal, I know, but better than nothing. Also, we should probably discuss this in that sfall scripting help thread that's around somewhere ;)
  10. J

    Sfall Scripting

    Why wouldn't that work according to the same principle? Just try it out for objects only with ANIM_stand and reg_anim_animate_forever, or whatever objects use.
  11. J

    Sfall Scripting

    An example for animating a burst during combat: sound := sfx_build_weapon_name(snd_weapon_attack, weapon_obj, hit_left_weapon_primary, attacker); reg_anim_combat_check(0); reg_anim_clear(attacker); reg_anim_begin(); reg_anim_animate(attacker,ANIM_fire_burst, -1)...
  12. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    My name's there twice, and I barely did anything other than attempt to subtly manipulate Sduibek to work towards my interests, I win B)
  13. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    Very weird that they cut it down from 9 to 8 tho. Wonder what the reasoning behind that was.
  14. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    The devs themselves did it at least one time (iirc) using [More.], producing another list of replies. Can't find it, but here's an example how I did it for my party member leveling nonsense: procedure NodeSkillList1 begin variable skill; if next_spot_open > 4 then...
  15. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    Sorry if I'm misremembering, but didn't @Darek handle the random encounters a couple of months ago? Or only partially? Also, in general I'd keep in mind that random encounters are a major case of FO2 having improved on a barebones implementation in FO1, as with party members. What I mean is...
  16. J

    Jim's flexible random encounter template.

    Hmm.. I tried it out with smaller (40*40) tiles, and it's smoother, of course, but sloooow: I'm thinking I just fucked up by including the automatic centering of the vanilla world map, instead, if the panning has to be done manually, it'll be less jarring because it won't sneak up on the...
  17. J

    Jim's flexible random encounter template.

    So I'm trying something out with overriding the existing world map so I can do some fun stuff with it (basically I want to introduce some gameplay into world travel: give you different actions to take, make things like caravans and raiders actually move and be spottable on the WM rather than...
  18. J

    Can we (sort of) make Fallout object oriented?

    Apparently the game crashes whenever the party carries too many items with scripts attached (e.g. holodisks) while traveling around.
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