Search results

  1. J

    Animated Tiles

    FIFE project has working PAL animations, here is link to their docs.
  2. J

    Two Frame FRMs

    Nope sorry, you can't edit prototypes from script.
  3. J

    FoT Weapon Conversions

    Hey welcome back Dude ;) long time not see. Good luck with your new project.
  4. J

    Decompiled Miria Script

    It is not a real bug. This code is a part of some big macro(like GetReaction or CheckKarma) In such macro there are many "constant" IF statement. This "constant" is defined by coder at beginning of script. It is a easy way to write new script, just copy a template...
  5. J

    Intelligence block in dialogue nodes

    hmm i don't know why it does not work for you. Here this is a test: procedure talk_p_proc begin start_gdialog(NAME,self_obj,4,-1,-1); gSay_Start; call Node001; gSay_End; end_dialogue; end procedure node001 begin Reply(102); NOption(106,Node999,-6)...
  6. J

    Defining a new armour.

    No problemo :)
  7. J

    Defining a new armour.

    Ok here we go :) A)Yes B) you can add your defines where you want(in script or in any included header file) C)Define.h will do just fine. D)Yes, and it's quite simple: if obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR_MK_II) then Change...
  8. J

    force a random encounter

    That is correct.
  9. J

    force a random encounter

    Yes i think that to. Well i looked some more at the code and did a bit of testing and here is what i found: There are two(2) rolls for encounters. 1)First roll is made every step on worldmap. Game checks time between last encounter and current game time so we don't have...
  10. J

    Intelligence block in dialogue nodes

    Yes. To made that semi-stupid character you will need to use additional if statement. if (get_critter_stat(dude_obj,STAT_iq) > 3) then NOption(123, Node002, -5); And not much real use for it i guess.
  11. J

    Library Script

    We have no way to check when weapon is used we can only check when critter hits something in combat. But after that what can you change, you can't change amount of engine damage you only can add more from script. You can add radiation and poison but that works only on player so it's not a very...
  12. J

    Darkfall Demo

    You re right , my guess was based on Readme info. BTW I hope DargH will read your post.
  13. J

    Library Script

    Sorry Lich but weapons stats(and any other stats) are read from proto files and you can't change them from script.
  14. J

    force a random encounter

    But Lich this will not force this encounter to happened. There can be no encounter at all or another encounter from table can be rolled. I think that it can be possible to force an encounter. At start of worldmap.txt we have ; Encounter frequency percentages: Forced=100% ...
  15. J

    Intelligence block in dialogue nodes

    Nope, this '-' statement can be used with any number. So you can use: NOption(123, Node002, -5); will show if INT is less than or equal to 5 .
  16. J

    force a random encounter

    I don't think there is a way to do that, Frank encounter is hardcoded.
  17. J

    Library Script

    Nice script, good idea, only one thing: this code procedure talk_p_proc begin start_gdialog(NAME,self_obj,4,-1,-1); gSay_Start; if (local_var(LVAR_Q1) == 0) then begin call Node001; end else if (local_var(LVAR_Q1) >= 1) then begin call Node002; end else begin call Node002; end...
  18. J

    Darkfall Demo

    Well this should be called beta rather than demo i think. Final version should not be that much bigger in size.
  19. J

    Fallout 2 Mod's problem

    Yes patch000.dat need to ba valid dat file(it is unpacked by modrunner). Using patch000.dat from uk will work but many dialogs will be in english :D. So the best way is to use some small mod(like B-Team) that comes as dat file (just rename it to patch000.dat). Pozdro ;)
  20. J

    Change Date/Time In-Game. Remove the 13-Year Time Limit

    Yes, but start time is a constant not a variable so time in Fallout is calculated like this: Cur_Time = Start_Time + Ticks_count; And only Ticks_count is saved in savegame. Long time ago i made something like this: -First i changed Start_Time to variable. -I did not removed...
Back
Top