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  1. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    Thanks, I was confused and didn't know different folks were set to decide if you were a foe differently! I've updated to v2.1 where the brahmin is on Team Shady Sands from the start. Only thing I'm not sure on is that it now attacks you like a "guard dog" if you attack the merchant! Not sure if...
  2. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    Yup, I got it that far but couldn't figure out how to stop movement if the player attacks the brahmin or somehow manages to knock it out of it's starting position. Same with the merchant float; if he moves for some reason, he won't scold you for touching his brahmin anymore. That said, I...
  3. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    That's a good idea, though it might take me awhile to figure out. Eventually, if I can, I'll use that to hook brahmin.int I think (check for both map and tile). For now, I've updated the first post with v1.1 of Kenji Rearmed (just added the sources I forgot to include) and v2.0 of Shady Trader...
  4. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    Thanks for the detailed info. I think I will edit either brahmin.int or carcow.int to work around it; it's not a huge deal if the player can push them so if someone loads a bigger/better mod than mine and it overwrites that edit, no big loss. If not, it would actually be useful for other mods to...
  5. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    That makes sense to me too. I just put a warning in my readme to say "must not have visited this area before installing the mod". One other question I can't figure out: is there a way to disable the "push" command for an existing critter without changing their own script? So I can stop the...
  6. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    Thanks, that's awesome! I was just thinking during dinner if the answer was to somehow look in a certain hex. I was previously trying to find a command along the lines of "get critter (at hex x)" rather than setting the pointer the correct way like you showed. I've added the check just in...
  7. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    I assume I'm missing something obvious, but how do I know/get the pointer for a critter or item that's *not* obj_self (i.e not the one in the script)? For example, the "Bodyguard" of the merchant in Shady Sands, if I want to "art_change_fid_num" him. This is my code so far: if...
  8. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    Thanks so much for the help! I was actually thinking tonight after posting "I wonder if I could just spawn those on map load so I don't have to edit the actual map?" after thinking about how Kenji is "warped in" in the vanilla F1 game. You're 100% right: I couldn't figure out how to make the...
  9. banjo_oz

    Fallout 2 mod Banjo's Fallout 2 Mods

    Rather than a separate thread for each one, I've started this single thread for the little Fallout 2 mods I've been working on. Some are for use only with "Et Tu" (Fallout1in2), while others can be used with any version of Fallout 2. Most (but not all) Fallout 2 targeted ones require Sfall and...
  10. banjo_oz

    Fallout 2 mod Better Miria mod as RPU patch

    I'd be happy to help with this however I could, even if it was just writing text to update Davin to the same standard for later inclusion. It always bugged me that Miria and Davin weren't "proper" NPCs and while I can understand Miria got modded first, it's a bit of a shame Davin was passed over...
  11. banjo_oz

    How to make a mod where "x happens after y in-game hours or days"?

    I've been looking at timer functions but haven't been able to find what I needed. If I wanted to script something so that any time while the game is running, after a certain number of hours or days the player is given a specific perk, affected by a specific effect (say, -1 to Endurance) or a...
  12. banjo_oz

    Fallout 2 mod Proto editing in-game via scripting

    Doh! Because I didn't know any better and made a stupid mistake. I'm still learning all this stuff from scratch. :) So... set_proto_data(PID_ROBOT_PARTS, PROTO_IT_COST, 20); ... is the correct usage and can be run on game load/start?
  13. banjo_oz

    Fallout 2 mod Proto editing in-game via scripting

    If I wanted to edit the "Robot Parts" item proto in-game (rather than via a proto editor), can I use code like: set_proto_data(obj_pid(PID_ROBOT_PARTS), PROTO_IT_COST, 20); If so, where should I run it? I was trying a global script that does: procedure start begin if (game_loaded) then...
  14. banjo_oz

    Fallout 2 mod Basic questions about poisonous/radioactive critters

    Just starting out modding/making critters, and I wanted to ask a couple of questions about how poison/radiation works. You can't/don't set up poison damage and/or radiation damage for critters via their proto, do you? I've spent ages going through them and then their related scripts, and it...
  15. banjo_oz

    Fallout 2 mod Help with hooking ondeath so some critters drop meat

    Thanks SO much! I was going nuts trying to figure out why the FID was wrong. That makes sense. Will look at changing to HOOK_DEATHANIM2 probably before releasing the mod. Again, thanks for your help and time. Really appreciate it.
  16. banjo_oz

    Fallout 2 mod Help with hooking ondeath so some critters drop meat

    I used the critter pointer. I'm attaching my working mod and not-working script source so you can see. In the broken script, only the ant uses FID, the rest use PIDs. When I change the ant to use PID, it works fine (see commented out code). I first thought I was doing the whole pointer bit -...
  17. banjo_oz

    Fallout 2 mod Help with hooking ondeath so some critters drop meat

    So I was right using "display_msg("My fid is: " + obj_art_fid(critter) + ".");" to find the fid the game is using? I thought that was how to do after your help earlier, but glad for the confirmation. I am running Sfall RPU v2.3.3.v18, with script sources from...
  18. banjo_oz

    Fallout 2 mod Help with hooking ondeath so some critters drop meat

    Thanks for the help! I added "display_msg("My fid is: " + obj_art_fid(critter) + ".");" to my script so it runs when an ant is killed and drops meat. Using that debug message with a giant ant in the first temple room displays "My fid is 19005537." (note: using "display_msg("My fid is: " +...
  19. banjo_oz

    Fallout 2 mod Help with hooking ondeath so some critters drop meat

    When using art FID I get no hand icon to open the loot interface. When I use PIDs, it works fine. This is my alternate FID code: #define critter_ant (obj_art_fid(critter) == FID_MAANTT) #define critter_rat (obj_art_fid(critter) == FID_MASRAT) #define critter_pigrat (obj_art_fid(critter) ==...
  20. banjo_oz

    Fallout 2 mod Help with hooking ondeath so some critters drop meat

    Makes sense! I was actually thinking during my last test that "maybe the hand/loot option is coded for each critter" without even thinking about checking geckos! Thanks! I'd rather do it from the same script than edit a bunch of protos, so after examining the ettu gecko script, I added...
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