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  1. R

    Modding Help Please

    You are going to need to read this tutorial and this might also help, and this. Key thing is to rebuild the occlusion data under tools, but this takes time so leave it until you've finished your map. Also use the pink 'invisible' tiles at the same height as the roof, these will make the roofs...
  2. R

    Modding Help Please

    Doubled is good, if a folder is doubled it means you are doing it correctly and won't be overwriting anything. It doesn't matter which you click on the game will automatically open your path. Just a note you don't need to put anything in the new folder just a set of blank folders following...
  3. R

    Modding Help Please

    Did you add the mission to the end of the core definitions list as I said or the middle, above the bunkers? Add it to the end otherwise you are pushing everything else down a slot. If you want to make sure you don't mess anything up, and want to quickly be able to revert back without...
  4. R

    Modding Help Please

    It's around bunker 5 but it doesn't really matter unless you plan to extend the game after defeating the calculator.
  5. R

    Modding Help Please

    Mission_name_21 is already used, by the final level the calculator's lair, look below the bunker definitions. Change it to something else and it'll show up. To give it a name that'll show up on the map extract generic_mission.txt from locale_0.bos to core/locale/game and add it to the bottom...
  6. R

    Modding Help Please

    Saving a clip is just basically copy and pasting. Under core/editor create a new folder called clips. In the level editor select the tiles you want to copy, ctrl C, then click on save clip, give it a name and press save. Then to load the clip press load clip double click on the filename in the...
  7. R

    Modding Help Please

    Just copy the weapon make an unlootable version and change the ammo capacity to 0 and under weapon mode the ammo usage to 0. Then it won't matter if they spawn without ammo. This doesn't work properly with rocket launchers and probably not grenade launchers either.
  8. R

    Modding Help Please

    The game wasn't originally going to have world map travel it was added due to fan pressure so given that the game was rushed out they had little time to implement and test it. Did a little test campaign with two encounters, { "RaiderFight01_Easy;good;1;3;true;A"...
  9. R

    Modding Help Please

    Try increasing it to 1000000 rounds and see how much they get. Since you are testing this, make the encounter non hostile, i.e. { "RaiderFight01_Easy;bad;2;3;true;A", change bad to good. Then go pickpocket the actors that spawn and see how much ammo they get. When you've made the ammo...
  10. R

    Modding Help Please

    At the top of each section in the text file there's an explanation. // Format is // { "ForceType;align;min;max;enabled;cd_code", // "force_entity1.ent;level;appearance chance", // "force_entity2.ent;level;appearance chance", // ..., // "force_entityN.ent;level;appearance...
  11. R

    Modding Help Please

    Open up entities_0.bos with winzip or 7zip etc and you should see two folders, entities and tables, and one file keys.cfg. Or search your hard drive for campaign.txt to see where you extracted it to. Edit, ah hang on are you using vista or windows 7? If so, since you've installed to program...
  12. R

    Modding Help Please

    The campaign.txt should be in core/tables (if you've extracted entities_0.bos) just open it with notepad. You don't need the editor until you come to import your changes.
  13. R

    Modding Help Please

    In the campaign text file there are a list of the maps, looks like this "campaigns/missions/core/mission01.mis;mission_name_01;37;visited;false". Add your missions to this list in the same format, (within the brackets) and set them to visited, then they'll be visible. Likewise in the same...
  14. R

    Modding Help Please

    Always at the same level as far as I know, but leveling for enemies isn't the same as for characters. The enemy is used one time one place, has plenty of friends (usually) and the game can afford to put all points into just the tag skills. You have to add a player index before you can assign...
  15. R

    Modding Help Please

    Only the campaign file and the random/special encounters are in mis-main_0.bos, all the rest of the missions are in mis-core a-e. Easiest thing is to download this program which will unpack everything, but don't forget to re-patch afterwards. Though some missions were cut and there are gaps in...
  16. R

    Modding Help Please

    Other than named characters/special containers they are usually just the same base entities but customised in the level editor. In the level editor press F4 and then click on an entity to edit them, a window will open up where you can set tagnames, level, ai, weapons, injuries, sleep status and...
  17. R

    Modding Help Please

    The big guns skill isn't hidden, it can be plainly seen in the character creation interface. The base skill is determined by a formula, look in the manual, or click on the skill in the character window and read the info box. For example with small guns the base skill is 5% + (4 x Agility) so...
  18. R

    Doctor Who

    Bwahahaha you think 9 and (presumably) 10 were intelligent? RTD couldn't even spell intelligent, the RTD era was farting aliens, and fat stealing aliens and the most text book case of Mary Sueitis going. Plus random strung together words that popped up everywhere in lieu of a story arc. You just...
  19. R

    Doctor Who

    Well the first series was rather meh, a terribly miscast lead actor an insipid companion and a hack of a writer for the show runner. The second series was better, they recast the lead for someone who got into the spirit of the old show (at least at first) though the rest of the bad elements...
  20. R

    FT Awaken - Slides Translation

    I thought the slides were already translated, they just didn't package them in the last release though they were included in earlier versions.
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