FoT Weapon Conversions

Discussion in 'Fallout General Modding' started by dude_obj, Dec 17, 2004.

  1. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    There's a complete helicopter (both upright and crashed) as single tiles in junk city\objects\military\helecopter.
     
  2. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Question ... has anyone tried adding new ammo of new caliber, outside of the original set of calibers?

    I added some new calibers for .303, 30.06, 40mm grenades (for grenade launchers), harpoon for the speargun. In the mapper proto editor, when you edit an ammo type, there is a caliber selection, there is a list of the available calibers. I haven't found a way to add new calibers to that list, and I suspect that its not possible.

    For the new calibers, I set the caliber to None, but I can still set the "Ammo PID" for a weapon to point to the new ammo type I created. I noticed that they did it this way for BBs for the BB guns.

    But if I have a gun that wants .308 caliber, it seems that it will actually reload both .308 and .303 caliber, probably because there is no "standard" calibers for these configured in the system. The guns work, but unfortunately they don't work quite the same as the other guns where ammo caliber was originally configured/supported. Adding new sub-types of existing calibers is no problem, for example I added 4 new 12-guage ammos and that works fine.

    I'm wondering if Corpse or anyone else has encountered this limitation, and if there's anything I might be missing. Damn I wish I had the source code for the engine :(
     
  3. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    Yea, but on large FRMs the clipping goes funny when the player walks around it (he will end up walking through it) which is why it needs to be split up.
     
  4. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Did you try setting the flag Multi-Hex=Yes on those large FRMs (in the protoype for the object--setting in the mapper)? This is required for objects that span more than one hex (or dude can walk through them). Also, a mapper could lay some hex blockers around large objects like a heli.
     
  5. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    note sure sorry, I'm not that good with the mapper :?

    But most of the large items in Fallout are split up, and in the past I've had problems with this as the levels are still set from the hex where the item is placed, and even with blockers I've seen the player walk through the edges of some scenery items.
     
  6. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Good news on the FoT projectiles: no problem adding them.
    Adding a new projectile is simple:

    1) Put the projectile frm in \art\misc

    2) Edit the \art\misc\misc.lst and add the new frm name at the end

    3) Copy one of the exisiting protos in \protos\misc to a new number. Edit the proto in a hex editor and:
    Change the proto ID (hex offset 1, 3 bytes).
    The proto ID is the hex conversion of the decimal proto number (example: 51 becomes 000033).
    Change the message number (hex offset 4, 4 bytes).
    The message number is the hex conversion of the decimal proto number x 100 (example: 5100 becomes 000013EC).

    4) Edit the \proto\misc\misc.lst and add the new proto number at the end.

    5) Edit \text\english\game\pro_misc.msg and add a description for the new projectile.

    6) Run the mapper and:
    - Edit the projectile proto, toggle to the new image
    - Edit the weapon, toggle the Proj Pid to the new projectile proto

    The boomerang projectile is working fine. I am adding all of the rest now.
    I have also added all of the misc items from art pack 1.
     
  7. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Okay wait ... we have spit projectiles?
    Is that what FOTSpit.frm and FOTSpit2.frm are?
    What were these used for in FoT?
     
  8. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Primarily for the medium and large cockroaches. Though it would work for most types of creatures as a ranged attack.
     
  9. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Question for wild_qwerty on these projectiles ...
    There are 10 grenade projectiles named FOTgren0 - FOTgren9.
    Do you know what their types are (frag, plasma, etc)?
     
  10. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    yea, the spit attacks were for the cockroaches.

    Small Cockroach
    -Melee attack 1
    -Melee attack 2

    Big Cockroach
    -Melee attack 1
    -Throwing attack

    Massive Cockroach
    -Melee attack 1
    -Throwing attack 2

    But since I didnt know about the spit projectiles back then I just gave them all two melee attacks. Just copy the second melee attack FRM and rename it to the throwing suffix, its the one where the roach moves its body forward (to help throw the spit)
     
  11. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Uh oh ... I didn't know there were special suffixes, and I renamed some of these projectiles. Could you please explain the naming convention for these suffixes?

    I'm also wondering why there is 2 of each of the laser, plasma, electrical, flame, gauss, etc.

    I did some renaming of weapons/items because I had trouble with very generic names (matching them to the actual weapon). I ended up going back to the original files (before you renamed them) to figure out which rifle was which for example. Having the same problem with grenades now ... don't know which is which. I'd rather name them grenfrag, grensmok, ...


    EDIT: Wait a minute ... are you talking about critter suffixes? For cockroaches? I don't have any cockroaches. I don't recall finding them in critter packs 1-8. Do you have these FRMs? What about wasps? I have a wasp stinger misc item so I assume there are wasps too.
     
  12. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Okay, where are the weapon experts? Who reads Guns & Ammo?

    I added 9 new ammo types for the FoT ammo. I tried to assign the ammo numbers (AC Adjust, DR Adjust, Damage Multiplier, Damage Divisor), but I really don't know if these numbers are even remotely close to being right. Could you please look at these numbers and make suggestions? I have a chart here that shows all of the FO2 ammo numbers plus the 9 new ones at the bottom.

    What do I need to do to fix the bottom 9?
    A second question: what needs to be done to fix the FO2 AP ammo?
     
  13. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Wrapping up item conversions ... here's a bunch of reference documentation:

    The item browser has been updated with all of the new FoT items.
    I have spreadsheets for armor, weapons, and ammo.
    Here is the itempid.h header for use in scripts.

    Here's a rundown of what new stuff was added:

    Armor:
    Claw Hide Armor
    Claw Hide Armor Mark II
    Tesla Armor Mark II
    Brotherhood Power Armor
    Environmental Armor
    Environmental Armor Mark II
    Raider Armor
    Reaver Armor

    Energy Weapons:
    Plasma Assault Rifle
    Pulse Rifle Prototype
    Glock 87 Plasma Pistol Mark II
    Spasm Neurodisrupter

    Heavy Guns:
    MEC Light Minigun
    MEC Heavy Minigun
    MEC Gauss MiniGun
    Browning Auto Rifle Machine Gun
    Bren Machine Gun
    Lewis MKII Machine Gun
    Flambe 480 Heavy Flamethrower
    Modified Flambe Flamer Pistol
    Rockwell Rocket Launcher Mark II
    M79 Grenade Launcher
    Grenade Launcher Pistol

    Sub-Machine Guns:
    UZI SMG
    Schmeisser MP-38 SMG
    FN P90C SMG
    VZ61 Scorpio SMG
    Walther MPL SMG
    Calico Liberty 100 SMG
    H&K MP5 SMG
    Ruger AC556F SMG
    Steyr AUG SMG

    Rifles:
    AK-47 Assault Rifle
    M1 Garand Rifle
    M14 Rifle
    M16A1 Rifle
    H&K MSG90 Sniper Rifle
    Spear Gun

    Shotguns:
    Ithaca Model 37 Shotgun
    Beretta 470 Silverhawk Shotgun
    Neostead Combat Shotgun

    Pistols:
    Smith & Wesson M29 Revolver
    Casull Revolver
    Colt M1911 A1 Pistol
    Beretta M9FS Pistol
    Browning HiPower Pistol
    Calico M950 Pistol
    Sig-Sauer P220 Pistol

    Ammunition:
    Sabot Rocket
    Depleted Uranium Rocket
    40mm Grenade
    .30-06 Ammo
    .308 Ammo
    9mm JHP Ammo
    9mm AP Ammo
    9mm FMJ Ammo
    12-Gauge Shotgun Slugs
    12-Gauge Shotgun Flechette
    12-Gauge Shotgun Rubber Bullets
    Spear Gun Bolts

    Melee Weapons:
    Club
    Axe Handle
    Iron Pipe
    Pipe Wrench
    Claw Hammer
    Super Micro Sledge
    Serrated Spear
    Barbed Spear
    Diamond Spear
    Piston Spear
    Snake Spear
    Festering Spear
    Explosive Spear
    Combat Knife Mark II
    Machete
    Scalpel
    Monofilament Knife
    Broken Bottle
    Piston Fist
    Knuckle Duster
    Tiger Claws
    Finger Claws
    Adamantium Claws
    Mace Glove
    Razor Glove
    Lead Glove
    Punch Dagger
    Punch Gun

    Thrown Weapons:
    Throwing Dart
    Throwing Star
    Chakram
    Phantasm Ball
    Boomerang
    Frag Grenade Mark II
    Incendiary Grenade
    Chemical Grenade
    Acid Grenade

    Misc Items:
    Explosive Mine (needs work)
    Anti-Personnel Mine (needs work)
    Small Anti-Tank Mine (needs work)
    Large Anti-Tank Mine (needs work)
    Acid Mine (needs work)
    Plunger
    Punch Cards (2)
    Rat Pelt
    Komodo Pelt
    Scorpion Tail
    Brahmin Horn
    Roach Guts
    Wasp Stinger
    Fuses (4)

    This was a lot of work ...
     
  14. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    :oops: I forgot about those ones! I were saving the roaches and wasps for use in MR :cry:

    I keep forgetting that I have the FOT ghouls and super mutants to send to odin too :?

    I should hopefuly get that done this week, good work one all the rest of it though!
     
  15. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Do it for the people hee hee

    Cool! That would also make the mutant and ghoul armor from art pack 1 useful.

    That reminded me of .... the lieutenant from FO1 ... who is a mutant wearing armor ... if a mutie armor item was made, then marcus could change into the lieutenant model when he wears the armor.
     
  16. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    that would be a good mod, or at least an add on for the b-team mod :)

    Can you make it so only marcus (or a mutie) could wear that type of armour?
     
  17. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Damn that is a problem with this idea. Setting up new armor was a lot easier than I thought it would be. All you do is point to an inventory image, a ground image, then to the character FRM that looks like the one wearing armor. I don't see an obvious way to restrict that to just marcus or just muties, which would mean the player could become a mutie (I don't think that is a good idea).

    Perhaps there is a way to do something via scripting, I'll have to think about that. Or maybe the only way marcus can get armor is through dialog with some NPC. For example, you buy the armor for him in some conversation, and a script gives him the armor. That way only he can get it. I think that would work.

    In FO2 it's sad how marcus becomes so useless after NCR without armor. They really should have made armor for him in the game.
     
  18. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Yeah I figured this one out ... this bit of code checks if the mutie armor is worn, if so drop it on the ground.
    The player can put it on, but it won't be on for long, not even long enough to see it worn.

    procedure critter_p_proc begin
    if (obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_WORN)) == PID_ARMOR_MUTANT) then begin
    drop_obj(critter_inven_obj(self_obj,INVEN_TYPE_WORN));
    end
    if (obj_art_fid(self_obj) == FID_MALIEU) then begin
    art_change_fid_num(self_obj, FID_HMJMPS);
    end
    end

    That last part using the art_fid commands was added because sometimes, without that code, the player would be left with the lieutenant appearance. So it checks "do I look like the lieutenant" and if so change back to my appearance.

    There is a way to make the armor go to inventory instead of ground too.
     
  19. PsychoSniper

    PsychoSniper So Old I'm Losing Radiation Signs

    Jun 27, 2003
    Cant wait til this gets added!
     
  20. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    Armor for Marcus ... tricky but doable ....

    I made an armor that has the appearance of the FO1 lieutenant. If I manually add this armor to the marcus character (in the mapper) and make him wear it, his damage resistance changes, but his appearance does not. However, I made his appearance change when he wears the armor like this:

    if (obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_WORN)) == PID_ARMOR_MUTANT) then begin
    if (obj_art_fid(self_obj) != FID_MALIEU) then begin
    art_change_fid_num(self_obj, FID_MALIEU);
    armored := 1;
    end
    end
    else begin
    armored :=0;
    end
    if (armored == 0) then begin
    if (obj_art_fid(self_obj) == FID_MALIEU) then begin
    art_change_fid_num(self_obj, FID_MAMTN2);
    end
    end

    So if he's wearing the armor, looks like leutenant MALIEU, and if not change back to marcus MAMTN2 appearance. The other code I posted makes it so the player (or any non-mutie) refuses to wear that armor.

    Now one part I struggle with ... is there a way to make a critter wear an armor in a script ... I haven't found a way. Also, I don't know if the default marcus configuration will even allow wearing armor. I hope its doable in a script command.