Search results

  1. J

    Jim's flexible random encounter template.

    Another update on my map template thing: I fixed two problems with it, namely where upper walls wouldn't build prettily, and where stuff would be built incompletely. The latter problem has to do with there being overlapping objects in many cases, which was a stupid oversight on my part (secret...
  2. J

    Jim's flexible random encounter template.

    Here's two screenshots of the randomized container placing script I talked about, first set to only one type, namely wallsafes (which as you probably know are pretty annoying to place manually): As you can see, the script takes into account (or rather is supposed to take into account) careful...
  3. J

    Jim's flexible random encounter template.

    I thought I'd stop dumping everything in my ill-named define.h thread, and make a dedicated thread. I came to the conclusion a short while ago that much of my megalomania is outside of the scope of the regular game, and would probably result in breaking it completely. So, I want to try and...
  4. J

    Stuff for define_extra.h

    An addendum to my last post: suppose you don't want to place critters just at a certain distance from the player, but within a specific area (say, a building). There's always been a function for checking within an area (tile_in_tile_rect), but not for giving an actual list of possible positions...
  5. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I'm getting a lot of errors in the script editor when performing actions that would also crash it in older version: ************** Exception Text **************System.IO.IOException: The process cannot access the file 'C:\GOG.com\Fallout 2 Mapper\modderspack 3.6.7\ScriptEditor\errors.txt'...
  6. J

    Stuff for define_extra.h

    I made something to make randomized critter placement (e.g. in caravans) safer to use. The main reason why caravan maps are always so dull, is that the script doesn't have access to all the random encounter tables with their meticulous tile locations for enemy groups. Without this data, placing...
  7. J

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Aaaand another update (1.2) where I fix another couple of stupid oversights, including to make sure that if someone starts combat against someone trying to loot someone and kills them then they loot the one they were trying to loot. Makes sense right ;). My god, making these types of things...
  8. J

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Another update (1.1) where I fix stupid oversights: - you can no longer stop critters from looting by reentering combat mode. - only humanoids (humans, ghouls, super muties, brain bots) will loot... it's no longer a dog loot dog world out there.
  9. J

    FO2 Mechanics Overhaul Mod

    Eh, fuck it, now I'm starting to think I should really keep this mod in the realm of global/hookscripts for now. Even I can tell that this shit has feature creep written all over it.
  10. J

    FO2 Mechanics Overhaul Mod

    But this particular example, namely hostility, shows another limitation, because I would have to use mass compile to change all instances of attack(dude_obj), self_attack_dude, and attack(source_obj) (the attack_setup ones seems most deliberate) into a procedure where I can override them, and...
  11. J

    FO2 Mechanics Overhaul Mod

    Yeah, I'm definitely doing this more now that your register_hook_proc thing allows you to do this so easily (I'm really only just starting to realize the full brilliance of it, awesome job man). However, in some cases, such as where I need to override an entire formula (damage, to hit, etc.), I...
  12. J

    FO2 Mechanics Overhaul Mod

    I've been thinking about a reworking of the way hostility works in Fallout. The biggest problem with it is that it's extremely unnuanced and silly: - there's almost no gray area between being neutral and full on suicidal town warfare: you could be a town's hero, but the moment you try to steal...
  13. J

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Eh, not sure if going on junkie massacres in broad daylight would go unmentioned. At the very least it should result in town reputation drops. Updated the file with the source headers and the fix for map exit.
  14. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Just a little note: apparently when you set the global script type to 1 (or, less surprisingly, 2), the generic procedures (map_enter, map_exit) no longer hook. Not a big problem of course, but took me a while to figure out :P.
  15. J

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    I'd like to implement something like this eventually, but only if I can first change the way hostility works in Fallout. A junkie trying to steal from a corpse after you've minigunned it down is (in theory) fine; him and the entire town suicide rushing you after you try to steal it back isn't...
  16. J

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    I made an improved version of the NPCs Loot Bodies mod. Might seem presumptuous, but given that I had access to a lot more advanced sfall features than @pelicano I think he'd probably agree. The problems with pelicano's version, in my eyes, was on the one hand that it was limited: only two npcs...
  17. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Haha, oh right, ok then different example: Mod A does (original_chance + 20), while Mod B does (original_chance * 1.5). What decides which of these operations is carried out first (e.g. if original_chance is 40, what decides whether the outcome is 90 or 80)?
  18. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I just changed it so that only len_array's > 0 get debugged as arrays. Makes it confusing when you don't know it's empty beforehand, but I should be able to piece it together heh. Another thing I just can't seem to figure out is your description of return arguments in registered hooks: NOTE...
  19. J

    Tutorial for Adding Party Members in Fallout 2 (Attempt)

    I've added a simple generic party member script to the end of my beginner scripting tutorials: http://www.nma-fallout.com/showthread.php?203066-Jim-s-Scripting-Tutorial-for-Beginners
  20. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    In array.txt it says: I guess this can't be used to check anything for being an array, right? nougat:=1; debug_msg("len_array(1) " + len_array(1)); debug_msg("len_array(nougat:=1) " + len_array(nougat)); nougat:=create_array(1,0); debug_msg("len_array(nougat[0]) " +...
Back
Top