Changing DMB for explosives.

Discussion in 'Fallout General Modding' started by Mario_Dweller, Mar 25, 2006.

  1. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    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 ?
     
  2. Sirren67

    Sirren67 Look, Ma! Two Heads!

    380
    Dec 7, 2004
    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.
     
  3. dude_obj

    dude_obj Vault Senior Citizen
    Moderator

    Oct 19, 2004
    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.
     
  4. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    Big thanx 4 ideas...