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    Scripts and Combat

    Well, I really don't know if you can avoid it in full... You can have the script recipient close combat automatically if the animation hasn't been played yet, though. Probably you'll have to reset the animation after that, I.E: animation starts - players enters combat - script ends combat -...
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    New critter uploaded.

    Hi Briosafreack and Alec. Thanks for your compliments, I'm honoured we drew your attention here in the modding forum. I think I'm doing that again soon :D . For Continuum: it could be done, not in Fo2 I think. Weapons are not dealt with as a standalone sprite/entity, they're in the frames...
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    Which mods/patches for Fallout 1&2?

    AFAIK the best one is Killap's patch: it fixes the original game (some 200 fixes more than official 1.2 one) and does not add stuff/alters gameplay.
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    New critter uploaded.

    Now checking. It might the right time to buy a manual, though. See you and thanks for the link.
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    Walking .FRM frames alignement: aaarghhh.

    Question for Wild_Qwerty or whom ever who knows: I'm making the walk .frm for a two legged critter. I added a whole animation with the first aa frame at the end and beginning of the chain. It jumped and looked slidy (the bot feet slided on the ground). I reopened the .frm and used the del...
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    script prob

    A) Try this piece of code instead, it's from wcdobbs (Private Dobbs in Sierra Base). It's tested and should work. critter_dmg(self_obj,1000,DMG_plasma); B)Trying to perform a given animation with a critter which hasn't it should crash the game. Still, make sure the critter you're using has...
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    New critter uploaded.

    Blender has been floating in my HD for the last eight monts now. It's a cutting edge technology free tool that can compete with 4.5k dollars ones. The point is that learning its interface turned out to be harder than learning scripting and 3d basics put together. Every now and then I give it a...
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    New critter uploaded.

    Hi there. Do you mean run to say move or really mean run? No matter, I'll send you boyh .FRMs. Check your E mail in 24 hours (10.9.06). EDIT: wrong date... Anyway, sent. See you.
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    New critter uploaded.

    Hi there Wild_Qwerty! And Hi there to everybody. Since I kinda liked it (between a script and another) I'm already making another bot. For now I put together standing and walking frms (2 legs). This one will be able to handle energy/big guns, and will be more fit for a regular post apoc mod. I'm...
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    Cyclone: the car of the future!

    Thanks for your appreciation, folks. I think the grayscale pic is one of the most falloutish things I've done. I'm currently trying to properly convert it to .RIX (Fallout loading screen). I really whish Fallout had a broader palette...
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    New critter uploaded.

    Thanks, Silencer. I feared I lost my bot in the land of the Upload Categories, too... A screen of Freewheeling Andy in game: [img=http://i79.imagethrust.com/t/467627/andyscreen.jpg] See you soon.
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    New critter uploaded.

    Ladies and gentleman, I did it. Freewheeling Andy is online and at your disposal (as soon as the Administrators check the file). Andy (a one-wheeled robot) is my first attempt to produce some serious game arts. Thanks to Wild_Qwerty and Lisac2k for theyr help and assistance. Thanks to Joschua...
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    Cyclone: the car of the future!

    This model is based upon the 1942 Studebaker concept Cyclone. This is not a real sample of my production, it's more like a lucky shot. It's made with Anim8or and rendered with Poser5. Feedback and advices are higly welcome. See you.
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    Skill and stat roles

    Hi there. You can try something similar: procedure Nodexyz begin variable Luck_Check; Luck_Check:=do_check(dude_obj,STAT_lu,0); //number is malus/ bonus if (is_success(Luck_Check)) then begin do_something; end else begin call node998; end end Hope this helps. See...
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    Bug In ModReact.h?

    That's good to know, Davaris. A question for everybody. According to you this is because: A): when thy put together the material to ship with the mapper, they only found an old (not up to date) header. The actual header in game does work. B): it's one of the hundreds of bugs they didn't fix...
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    What is Karma_Perception?

    Hi Davaris. Err... I'm kinda ashamed to write down a post to say I'm mostly clueless (no, don't worry, I actually have an idea about the thing)... The point is that this mechanic isn't explained in the original documentation and I don't remember we dealt extensively with it here on the forum...
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    Critter frames offsets (solved?!?)

    I'm remaking the stand idle animation, I realized it's a few pixel huger then the others... This is probably the main reason behind the hopping affair :roll: I hope I finally got the basics. I'll fix my other animations and upload the damn tin can soon. I got a look at stratagus and wargus...
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    Critter frames offsets (solved?!?)

    Hi Wild_qwerty. First of all thanks for your help. Second, an update: I managed to properly use the automate feature (at last!!) and to fix the FALL_, HIT_ and EVADE animations. Now the engine can automatically align them. On the other hand nothing to do with the punch one: the situation...
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    Critter frames offsets (solved?!?)

    O.k. you're correct, you got the problem. I didn't get properly that the game engine handles stuff automatically. I'll add a frame from the standing idle animation to the hopping .frms. I hope I'll be able to get a solid result soon, my project is in bad need of scripting :? Thank you for...
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    Moronic Submission Roundup

    Some funny stuff indeed :D Happy birthday, man!
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