Current EPA Project

Chris Parks

Vault Senior Citizen
As requested, I'm posting information about my current EPA project. The project has been in progress now for about four months and is progressing nicely. I intend to keep the EPA as close to the original design documents as possible as thjey look fine from what I've read.

New scenery includes (atm), Mr Chemmie! - a completely redesigned computer for crafting drugs and The Brave Little Toaster
There are many more new graphcis too numerous to mention.

The map comprises of about six maps (with a further two possibilities, depending on how the overall project goes!) several holograms, a depressed Mr Handy, the Doctor and the brave little toaster (a reference to Red Dwarf sitcom) Further information on these characters can be found in the design documents.

Project Status:
Mapping: 90% Only need to check for holes in walls and place all objects and scripts when completed.
Scripting: 10% Barely started this only last week. Progressing steadily as have only just begun any scripting, but early results are good. Four scripts have been completed so far.
New Graphics: 60% Most of the graphics have been created. A few days work should see them done
Testing: 0% Can't fully test till the project is done!

Any suggestions and ideas would be appreciated to improve the mod further
 
I think your idea is great, and I'm glad you're going to make it just off the design documents; are you reading them carefully?

If you code this right, your mod should be compatable with some of the fanpatches.
 
Yeah, I spent weeks beforehand reading the documents and reading similar posts on the net before deciding to begin the project. Everything has been carefully planned before beginning the project and I intend to stick to the docs.

It may work with other mods. I intend to check this when the project is finished. At the moment, it's running side by side with the abbey mod so looking good!
 
Sweet. This is one mod I'm really gonna try.

Uhm, do you have a site perhaps? Where you als post updates... and maybe pictures? :)
 
Project Update:

Thanks to all the guys who helped me with the Hologram Scripting problem. I've now overcome this and tings are running smoothly.

I've uploaded a pic of the Mr Chemmie computer to the Gallery (Fan Art I think by mistake)

Any thoughts on this?

Two Holograms are now completely scripted with quests as well.

With regard to the Doctor of the EPA, would people like to see this actually in the building itself? Or on the surface level on a separate map?
 
Chris Parks said:
The map comprises of about six maps (with a further two possibilities, depending on how the overall project goes!) several holograms, a depressed Mr Handy, the Doctor and the brave little toaster (a reference to Red Dwarf sitcom) Further information on these characters can be found in the design documents.

Is this Doctor Who's "the Doctor" if so, which one? The series is up to the tenth one now. :P

Edit: Nevermind, I should have read the design docs before asking stupid questions.
 
To heodien;

Yes, I've uploaded a picture to the Gallery section of NMA, showing the completed Mr Chemmie! crafting computer. I think I put it in the fan art by mistake though!

To Oracle

The original maps for the EPA, I downloaded from the forum but over the last four months I've edited them and added and changed many of the areas to closer match the design documents.

Nine scripts have been comleted so far and currently I'm working on making all the elevators work.

As yet I haven't set a finish date for the mod. I don't want to rush it and make careless errors so it will be done when it's done.
 
Hi everyone,

Could anybody tell me how to get critters to walk randomly? This is the script I'm using but it doesn't seem to work. Could anybody tell me how to adapt it to get it to work?

procedure timed_event_p_proc begin
if (((critter_state(self_obj) bwand DAM_KNOCKED_DOWN) == FALSE)
and (not(combat_is_initialized))) then begin
reg_anim_clear(self_obj);
reg_anim_begin();
animate_move_to_tile(tile_num_in_direction(tile_num(self_obj),random(0,5),3));
reg_anim_end();
end
add_timer_event(self_obj,game_ticks(random(3,5)),1);
end

Project is going very well. Eleven scripts are now done and many others are well under way.

Thanks.
 
Hi there :D

This is the kind of code I'm using. The hometile variable is used to a have the critter to wonder within a given radius thus avoiding it to wander across an entire map. If you're trimming an existing script remember to augment the local variables number in data/script/script.LST. The number must be one unit higer than the count in your script (i.e. if hometile var is number 6, script.Lst says 7). This concerns local_vars ONLY.

Step 1: declare this at the beginning of your script
#define LVAR_HomeTile (x)

#define TIMER_MOVE 1

Step 2:
Code:
procedure timed_event_p_proc begin
   if (tile_distance(tile_num(self_obj), starttile) > 5) then 
      animate_move_to_tile(tile_num_in_direction(starttile, Random(0, 5), Random(3, 10))); 
   else if (((critter_state(self_obj) bwand DAM_KNOCKED_DOWN) == FALSE) 
   and (not(combat_is_initialized))) then begin 
      reg_anim_clear(self_obj); 
      reg_anim_begin(); 
      animate_move_to_tile(tile_num_in_direction(tile_num(self_obj),random(0,5),3)); 
      reg_anim_end();
   end
      add_timer_event(self_obj,game_ticks(random(8,12)),1); 
end

Step 3: Important! If you don't put this part the script might work just the same, but odds are it's going to be buggy.
Code:
procedure map_enter_p_proc begin
Only_Once:=0;
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_POSEIDON_OIL); 
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_LONER_CITIZEN);
   
   if (not is_loading_game) then begin 
      if (not local_var(LVAR_HomeTile)) then begin 
         set_local_var(LVAR_HomeTile, self_tile); 
      end 
         add_timer_event(self_obj, ONE_GAME_SECOND * Random(5, 10), TIMER_MOVE); 
         starttile := self_tile;
   end
end

Enjoy, and good luck for your mod!
 
Project update

Thanks for the info on random walking. I'm currently adding this to a few of the scripts I'm working on. Things have progressed nicely over the last ten days and the project is now well underway.

Mapping: 90% I haven't looked any further at this yet
Scripting: 30% 15 scripts have now been completed and only one Hologram remains to be done, (this shouldn't take too long as it's not a difficult script) Mr Chemmie, Hybernation vats and Doctor are still to be done as well as small things like doors and keycards.
New Graphics: 60% I've been working so hard on the scripting that I haven't looked at these as yet. There are still many new items to do as well as bits of scenery.


If anybody has any questions or suggestions then please post them.

EDIT

The dialogue for the Doctor is more or less complete now, (all six pages of it!) There will be quests and many dialogue options involved with the Doctor especially for highly skilled characters.

Could anybody help me with a door script? I want to create a script for an electronic door that won't open without a passcode. All the dialogue works fine, but the door won't stay locked! Even before the code is found the door opens any time the door is used. What would be the best way to alter this?
 
Chris Parks said:
Could anybody help me with a door script? I want to create a script for an electronic door that won't open without a passcode. All the dialogue works fine, but the door won't stay locked! Even before the code is found the door opens any time the door is used. What would be the best way to alter this?
Post the script and I shall take a look.

Also, when you finish this project of yours, would you be willing to allow me to include it in my Fallout 2 expansion pack which is currently in the works? Take a look at the thread (should be a few down from this one in the listing) if you are curious about it. Including scrapped locations is one of my goals for the project and the EPA just so happens to be one of those.
 
To killap

I've been following your project, as well as playing it, from the first time I discovered NMA. Seeing so many cool mods inspired me to do many of my own!

As for the door script, I've been working on that and have sorted the problem now. Sirren67 sent me the answer to the problem. Thanks for the offer though.

As for including the EPA in your patch: I have absolutely no problem with this at all. Fallout modding, IMO is about sharing mods and information so yes, I'll send it you when it's completed.
 
Chris Parks said:
To killap

As for including the EPA in your patch: I have absolutely no problem with this at all. Fallout modding, IMO is about sharing mods and information so yes, I'll send it you when it's completed.

Hey, does that mean I can incorporate it to into the Megamod, too? ;)
 
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