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  1. J

    Any stuff related to unofficial F2 patches goes in here!

    It is like this: gdialog_mod_barter(X) - Calls barter screen with X barter modifier. gdialog_barter - it's just a macro that calls gdialog_mod_barter(0) so this bring barter screen with 0 modifier. gdialog_set_barter_mod(X) - Sets modifier without bringing barter screen, so...
  2. J

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

    It is the very same "method" and the crash still can happen. :?
  3. J

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

    Nope it just don't work that way. Starting year is just a number for pip boy. If you set it to 1000 then you will have 1000 + 13 years to play. There is another option to turn off that limit. But after you turn it off, after 13 years pip boy clock will go back to 1000(but you can play how...
  4. J

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

    Well if you don't know anything about hex editing of binary files then it will be hard to do for you. I suggest you use Fallout 2 Loader Creator by Andy-Spacetrain he has that option.
  5. J

    Script mistake or proto not read?

    Glad that you worked it out. It is not important in what header file you put your new defines, just don't forget where all this ;). This was the main problem here i think, there can not be any empty lines in lst files.
  6. J

    Throwing coin

    A hardcoded engine thing i belive. :?
  7. J

    Script mistake or proto not read?

    Well declaration in itempid.h is ok, but check your pid numbers in mapper, remember that you added PID_ALLOY_PIPE as pid 551. BTW Since last original Fallout 2 item is 531 you must added a lot of new protos. :o
  8. J

    Script mistake or proto not read?

    Just checked it and works fine for me. Code is good. Only thing that i changed was proto PID_FLARE instead of PID_ALLOY_PIPE. Only thing that comes to my mind is that you got something wrong when you added this PID_ALLOY_PIPE entry in items.h.
  9. J

    Start hex overriding exit grid destination.

    Your script is ok. The set_global_var(GVAR_LOAD_MAP_INDEX,0); is used to set map index to 0 for another use(it should be no problems with that). The problem must be in map. Well i have problems with maps before for 3 reasons: 1) Every map need to have start hex and map script. 2) Map...
  10. J

    Script mistake or proto not read?

    if ( (obj_is_carrying_obj_pid(dude_obj, PID_ALLOY_PIPE) > 1) and (has_skill(dude_obj, SKILL_REPAIR) > 9) ) then begin In this code you need to have 2 (two) PID_ALLOY_PIPE objects and repair skill on 10 or more. I think you want to be like this: if (...
  11. J

    Start hex overriding exit grid destination.

    Well it is like this: 1)Start hex i a default position. 2)When teleporting using hex grid it always override start hex. 3)In map script you can use override_map_start function to set new position on map enter. In map script before using override_map_start you use global variable...
  12. J

    Any stuff related to unofficial F2 patches goes in here!

    It seems that this works just fine, i killed Dr Schreber and no massacre since then(about 3-5 months). Very nice work.
  13. J

    Alternate Vehicles... Help please.

    Install 1.02 patch and the car will work ok.
  14. J

    Throwing coin

    Try using wield_obj_critter function. if (obj_is_carrying_obj_pid(dude_obj, 568) >=1 and (los==1)) then begin add_obj_to_inven(dude_obj,head); float_msg(dude_obj,mstr(200),8); remove_pid_qty(dude_obj, 568, 1) wield_obj_critter(dude_obj,head); end else
  15. J

    Any stuff related to unofficial F2 patches goes in here!

    Yes I just menaged to reproduce that bug. How to reproduce: It must be always the very first time when you use that terminal. 1)Go to this terminal and put cursor over it (you will se Error in message window) after that it will work ok. 2)Click directly(first time) on terminal...
  16. J

    Alternate Vehicles... Help please.

    Like Sirren67 just mentioned most of car mods have just the frm files changed(graphic). To install put all frm files in fallout2/data/art/scenery folder.
  17. J

    So, what to do with the Raider Base?

    Yes i think we all agree with that. Yes it can be done, and I think that outdorsman skill at 200% to do that is a little to much(it would be useless since no normal player will ever have that skill). If we do this i suggest: 1)Finding tracks in VC should not be that hard since we...
  18. J

    npc-adding

    Well 1) You need new critter for your NPC 2) Add entry to Party.txt file 3) Write script for that NPC That's all. As You see without scripting you just can't add a real working NPC.
  19. J

    npc-adding

    First You don't need to pack any files in dat you can just put them in subfolders of fallout2/data dir. Party.txt file should go to fallout2/data/data dir. For a tutorial on scripting see this site
  20. J

    npc-adding

    In mapper you can set barter flag of a critter prototype if you set it to YES he will barter with player. To have that you must add your new NPC to party.txt file(in data folder) BTW this will have effect on old savegames(they just stop to work) Sample entry for Sulik: [Party Member...
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