Changing DMB for explosives.

Mario_Dweller

It Wandered In From the Wastes
I need to add new type of explosive, with greater damage, but I didn't find the way how to do it. Maybe VIA scripting ?
 
Items that have double graphics (active/non-active) are hardcoded.This includes explosives and items like the Geiger counter. I think you can only edit the the original explosives damage, not add new ones. I don't know if it can be done via scripting: if you don't need to do so for SPECIAL cases, then it would be a LOT of work. Bye.
 
I found some explosion commands either in command.h or define.h and also looked at some examples in FO2 script source some time ago. Then I tried scripting explosions using those methods and the game kept crashing. Not sure why, but you can find examples of scripted explosions in the FO2 script source. Look for traps on stuff like doors.

Also, you can make new weapons with damage type explosion, and min/max damage to whatever value you want, in 30 seconds in the mapper.
 
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