Current EPA Project

Oracle said:
Maybe the EPA should be an hidden location like the Sierra Army Depot to make it harder to enter.

As far as I know the only person who was supposed to tell you about the location of the EPA was Myron. (and only after he joined you)
When I incorporate EPA into my expansion pack, this is how I will be setting it up and the only way the EPA can be found.
 
How can you do that without having the speech and facial animations ready for the dialogue path?
 
Crowley said:
How can you do that without having the speech and facial animations ready for the dialogue path?

Just like with the New Vision mod. Just because you don't have the voice files set up for new dialog does not mean you can not add dialog. It only means that the face will not move and you won't hear the speech...only read it.

As for having only Myron tell you about it, I might have to work this in, too.
 
Crowley said:
How can you do that without having the speech and facial animations ready for the dialogue path?

I will probably just do what MIB88 said, but perhaps there are speech files already done for this. It is unlikely but I would have to check before I am certain on this.
 
killap said:
Crowley said:
How can you do that without having the speech and facial animations ready for the dialogue path?

I will probably just do what MIB88 said, but perhaps there are speech files already done for this. It is unlikely but I would have to check before I am certain on this.

Well, I'll be danged. I needed to focus on something else to give my mind a break from what I was working on and found that EPA reference from Myron. Only 1 reference to it: MYN142A. Voice file is there.
 
I'm really liking the sound of this idea. If either of you manage this, could you let me know about it? I'm busy in other apects atm.

Also, Crowley, you can destory the force field in the warehouse to let loose the prisoner... I like your ideas for the robots disappearing. I am currently working on this, as well as setting the critters free to attack the Doctor.

I tried making graphics for the walls, but everything I did looking ugly and didn't fit in very well. Graphics are perhaps my worst point.

I'm also working on unifying the chemical areas with poisons. Currently, all the areas are poisonous, the gas mask works in any slot, as does power armour and environmental armour. I also took a look at Broken Hills and made the armour work in the mine as well.
 
killap said:
Crowley said:
How can you do that without having the speech and facial animations ready for the dialogue path?

I will probably just do what MIB88 said, but perhaps there are speech files already done for this. It is unlikely but I would have to check before I am certain on this.

There is already a dialog path and speech files for this, so the job is very easy.


Chris, there is another issue with EPA. The red forcefield in level 4 doesn't damage player when walked through.
 
I fiddled around a bit and altered barrel6.frm to give it a nice biohazard symbol. I can send it to you to be implemented as a custom item for the EPA if you want to. I can also see what I could do about the stripes. The strp*.frm graphics that already exist look like they would provide a good template. Implementing these graphics into maps is something I gladly hand over to others.

If I may make a suggestion, I think adding some fans and grilles to the ventilation ducts would make it feel more... ventilation-y.
 
I've had a closer look at the Myron script and altered things so he gives the EPA location. As skynet said, it was already done and just had to be enabled.

As for the mod, I'm working on a complete rebuild of the chemical level. This was rather rushed towards the end and I have some better ideas, as well as a few new interesting items.

Crowley, thanks for the biohazard barrels. They were great.
 
So Chris, are you still going to add harder enemies to the EPA ?
I like the idea of adding robots, but there should several options to disable them. Like maybe a hidden password written somewhere that you only can discover is your PE is high enough and a way to disable them by hacking into the system. like Sierra army depot. Or you can al ways destroy them.

adding deathclaws and alliens to the EPA seems weird.

I'm looking forward to the next version
 
Realistically, adding deathclaws and aliens and such to the EPA is sensible. It does mention that the Doctor created and released these creatures so it makes sense that the EPA would have at least some of them. Plus, the whole area around the EPA is swarming with them so there should be some inside.

As for the robots, I'm working on them at the moment. I like some of the points that have been mentioned on the forum. Some of the robots will be patrolling, but most will be dormant. (As the computer is broken to command them) I am also adding in the ability to set creatures loose on the Doctor, which I forgot to do in the first version.
 
Working on those stripes. Meanwhile, some things I noticed when trying Fall2crk on saved games with EPA installed. First of all the program complains about not finding file 0000532.pro. The gas mask is item number 531 and next is syringe at 533. Any comment on that?

I dislike reusing same graphics for different items. Here it happens with the syringe and random chemicals. Some candidates I'd like to put forth are the different colored syringes from the expansion and mutie and poison from Fallout Tactics. If you want to keep the random chemicals ingestible (though I find the idea of shooting unknown liquids into your vein more questionable) I'm sure I can cook up something for that too.
 
Right, I've hit a snag here. I've been trying to make the script for the creatures that attack the Doctor. Only problem is, it crashes when I go onto the mapper. I was trying to use attack(PID_THE_DOCTOR); When this was in, it crashed. When it wasn't, the script worked fine and as it should in other areas.

Any ideas how I can do this? Is there a reason why the above coding shouldn't work?
 
A few people (including me) already tried to have a critter attack another one using PIDs: it always crashes both the mapper and the game. Use a pointer instead. Export it from the map script and import it in the creatures ones. See the timed event mechanics, it works somewhat like that.

EDIT: have a look at the Ghost Farm scripts, and see how the Modoc townfolks attacking the Slags works. You'll have to tinker with a header, but the method does wok effectively.
See you.
 
@sirren67

Thanks for that. I've looked into those scripts and tried to alter them for the Doctor, but so far, I'm having no joy. The creatures just crowd around the Doctor and do nothing.

In other news, I've continued to work on other things like the stripes denoting what floor you are on. I'm also working on a set of explosives that can be set of by remote once activated.

FInally, someone mentioned that I'd put some power armour in the mod. Could anybody tell me where? For the life of me I can't find it.
 
Hi everybody.

Chris Parks, the following pieces of code simply are copies of the code in the original game.
First of all you define what you need the critter to do. I put the following define in my town header. I'm sure that any header will do, simply include it in all the critters and map script.

Code:
#define Do_Attacking_Smug(x,y)                  if (obj_is_visible_flag(self_obj)) then begin                        \
                                                   if (obj_can_see_obj(self_obj, Smuggler_obj)) then begin           \
                                                      attack(Smuggler_obj);                                          \
                                                   end else begin                                                    \
                                                      Follow_Dude(x,y)                                               \
                                                   end                                                               \
                                                end

The following stuff goes in the attacking critters script:

Code:
import variable cop_obj;
import variable Smuggler_obj;

procedure start begin
   cop_obj := self_obj;
end

procedure critter_p_proc begin   
      if (given_var(GIVEN_VAR) == X) then begin
         Do_Attacking_Smug(12,9)
      end                   
end
You import the variables from the map script: the critters will know who they are, whom they must attack and what theyr behaviour must be (according to what you defined in the header).

In the attacked critter script:

import variable Smuggler_obj;

procedure start begin
Smuggler_obj := self_obj;
end
Now the critter knows who it is, and the attacker as well...

In the map script:

export variable Smuggler_obj;
export variable cop_obj;
I included the header containing the define in both critters and map scripts.
As I said this is directly copied from the original game. I tested it extensively and had no problem, apart from the usual wrong variable values and so on :roll: ...
If you have more problems, then please post pieces of your code.
See you.
 
Thanks. I've got it all sorted now. Just one line of coding that I missed. :(

Just a little bit of tidying to do now in the warehouse and the critters will be done.
 
Chris Parks said:
FInally, someone mentioned that I'd put some power armour in the mod. Could anybody tell me where? For the life of me I can't find it.
That would be me. It was in the secret blue level, a yellow crate directly southeast of the elevator.
 
Thanks crowley,

I'm having trouble guys with the dynamite I'm creating. When one of them goes off, it destroys all of the dynamites, even those that haven't been set yet! I don't think it's a scripting fault. When a script is destroyed in the game by itself, do all copies of it get destroyed?

Also, why do new items created in the mapper not stack correctly in the inventory?
 
Yes, multiple script recipients sharing the same script are destroyed at the same time.
Items not stacking? that's odd...
I made several new items and they all stack, including weapons/generic items and so on...
I don't know why, but they should. Are those items all defined in a header?
See you.
 
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