Fallout 1: Killing the invincible Overseer [RESOLVED]

Sduibek

Creator of Fallout Fixt
Moderator
Modder
-- SCRIPT:
1) There's code in his script to heal 100 hit points every time he's damaged. If you remove that, he still doesn't take any damage.

-- (00000008.PRO) PROTO FILE:
2) If you remove all resistances from his PRO file, you can deal any amount of damage you want but he never takes it.
3) The "Invulnerable" flag on his proto file wasn't checked, so that's not the source either.
4) You can even swap out the PRO file with another (of a brahma or whatever) and he still won't take any damage.

-- GRAPHICS:
5) You can add animations for the B_ series (death) and R_ series (dead) for NMOVER but that doesn't change anything either.


EDIT: The command critter_heal in script can be used to kill him! But for that to work "realistically" I need to have the script read how much damage the player dealt to him, and I don't know how to do that. Otherwise it'd have to be a 1-hit-kill, or just have him die after being hit a certain number of times or certain number of combat rounds.
 
Is there a possibility for a 1 hit kill? I know that i've tried to kill him a few times back in the days with no luck.. But it could be worth a shot :)
 
Makta said:
Is there a possibility for a 1 hit kill? I know that i've tried to kill him a few times back in the days with no luck.. But it could be worth a shot :)
Haha, worth a shot, literally ;)

Well I just found out that this code actually works:
Code:
critter_heal(OVERSEER, NEGATIVE NUMBER);

The problem is.... to implement this properly I'd need to track when the Overseer is hit (I think I can do this via script), and for how much damage (no idea how to do this via script)
 
overseer.gif


1. Create a new proto (or just copy and rename the original one + plus make a small edit to it in the mapper to give it an own pid number).

2. Delete original Overseer from map (check settings before though).
Replace with new proto.

3. Set over.int as script, set AI to guard and put 2 miniguns in his inventory.

4. Create kill and dead animations, or borrow from something else temporarily. The game will not let you kill him without an animation for it, as nothing will happen when you shoot, except when you miss (dynamite works).

5. Remove that health regeneration snippet from his script.

6. Start a game where you haven't yet been on the Vault13 map.

7. Kill.
 
Gotcha, so it requires removing and re-adding to the map. That's so weird because I already removed the healing code from his script. Odd. All other scripts I've used in the game, linked to critters or not, don't require remove-readd like that. Maybe the original proto they used had the Invuln flag set. Very odd.

Anyway, thank you! I don't have the map editor usable at the moment (it's full of way too many files and I have to start with a clean install) but this is very good to know
nod.gif
No idea why I didn't think to replace in map editor :roll:

Is the key giving him a unique PID? Because I already have the hurt and death animations.
 
All other scripts I've used in the game, linked to critters or not, don't require remove-readd like that.

It's not about the script, but his proto file. You remove the existing proto and place your newly created overseer proto with the same settings + script on the same position. As he is technically a different critter now, the hardcodet stuff doesn't apply to him.
 
Sduibek said:
Gotcha, so it requires removing and re-adding to the map. That's so weird because I already removed the healing code from his script. Odd. All other scripts I've used in the game, linked to critters or not, don't require remove-readd like that. Maybe the original proto they used had the Invuln flag set. Very odd.
Not sure if I got you correctly here, but the script is not really the issue here. I think the engine is hardcoded to treat that particular proto number with invulnerability, so you need the same critter with a different proto. The reason for removal/readding is simply cause the original overseer on the map would still point to the old proto.

Sduibek said:
Anyway, thank you! I don't have the map editor usable at the moment
You can have my map and proto if you want, as long as you haven't modified it earlier of course.

Edit: ninja'd in slow motion, damned interrupting girlfriend. :)
 
Darek said:
You can have my map and proto if you want, as long as you haven't modified it earlier of course.
I don't recall making any changes for Vault13 maps for FIXT. So yes, that would be much appreciated :)
 
valcik said:
Darek said:
4. Create kill and dead animations, or borrow from something else temporarily.
Nothing can beat the original one!
wl23h0.gif
Yeah I know :lol:
Doesn't really work when he's sitting in that turret though.
Don't know what animation Sduibek is sitting on, hopefully it's just as nice.
 
Darek said:
Don't know what animation Sduibek is sitting on, hopefully it's just as nice.
The one I have is pretty lame actually, just a blood splot on his chest. (Not made by me)

I am planning on making one for him at some point. It shall be fun. I don't do much with critter graphics because it's so much work, but making the Overseer splatter and bleed all over the place will be good fun.

Someone remind me where there's a good tutorial of building critter animations? I think .Pixote. did one, if I remember correctly.
 
Sduibek there is a flaw in the animation of the Overseer when attacked. When the guns are exposed and you shoot him the animation below plays...where are the guns?

8bOQD6J.gif


It should look like this...

b5EQw3e.gif


Can you fix it? :wink:
 
.Pixote. said:
Sduibek there is a flaw in the animation of the Overseer when attacked. When the guns are exposed and you shoot him the animation below plays...where are the guns?

8bOQD6J.gif


It should look like this...

b5EQw3e.gif


Can you fix it? :wink:
Dude, as you know that 'flaw' is in every single critter. :crazy:

Not sure it would be worth 'fixing' as it would look equally bad when the guns suddenly pop up when shot at before he's pulled the them out.
 
The critter graphic could be exchanged via script as soon as the overseer is in combat / aggressive mode.

Code:
art_change_fid_num(self_obj, x);
 
Darek said:
Dude, as you know that 'flaw' is in every single critter. :crazy:

Not sure it would be worth 'fixing' as it would look equally bad when the guns suddenly pop up when shot at before he's pulled the them out.

I know, but it looks really bad with this critter, the guns disappearance looks poor IMO...instant mini gun removal. :roll:

Who knows there might be a trick (scripting) to overcome it, like Lexx suggests... :P
 
.Pixote. said:
I know, but it looks really bad with this critter, the guns disappearance looks poor IMO...instant mini gun removal. :roll:

Who knows there might be a trick (scripting) to overcome it, like Lexx suggests... :P
True true. Good idea by Lexx. I tried it quickly but the game would just freeze every time. I think I did it correctly, but maybe not.

I copied over all "nmover" files and renamed them to "nmoves".
Added "nmoves" to critters'lst.
Put metarule3(107, self_obj, 59, 0); in overseers script (tried with look procedure and combat procedure).

Did I miss something?
 
Darek said:
.Pixote. said:
I know, but it looks really bad with this critter, the guns disappearance looks poor IMO...instant mini gun removal. :roll:

Who knows there might be a trick (scripting) to overcome it, like Lexx suggests... :P
True true. Good idea by Lexx. I tried it quickly but the game would just freeze every time. I think I did it correctly, but maybe not.

I copied over all "nmover" files and renamed them to "nmoves".
Added "nmoves" to critters'lst.
Put metarule3(107, self_obj, 59, 0); in overseers script (tried with look procedure and combat procedure).

Did I miss something?
Is it possible this is an invalid command in Fallout 1? Fallout 2 scripting has many commands that don't exist in Fallout 1 scripting.

btw I think I can get it to work (making him vulnerable) by simply replacing the proto like TeamX NPC mod. I'll try it and let you know if it works.
 
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