Alright, i've begun building the installer .exe for Fixt (which will allow Weapon Drop and Invasions to be optional & customizable, among other cool things)
Sduibek said:Alright, i've begun building the installer .exe for Fixt (which will allow Weapon Drop and Invasions to be optional & customizable, among other cool things)
NOW FIXED, will be included in next version of FF..Pixote. said:Sduibek said:The red force field emitters can be destroyed, sort of. I tried for several hours to find a way to fry the actual red field itself, but no luck. So for now, if you want to you can blow up the emitter thingy but the red field still exists and causes damage. Yeah, it looks stupid visually but I like it. Always pissed me off that an already-damaged device couldn't be damaged by HIGH EXPLOSIVES lol. Anyway, if you don't like the change, don't use explosives on them!
Sorry but this looks wrong - the map shouldn't remove the wall piece just to accommodate the force field - the force field itself should be removed, or at least the scenery blocker that prevents the PC from walking through them. Sorry Sduibek but I think it breaks the believability of the game using this method.
I can build a new wall piece for the blown wall emitter, but still just removing the force field would work best. How about extending the timer on the removed force field (the repair skill method), but reloading the map could effect that...
procedure start;
procedure KillMe;
variable AnimFrame;
variable Killed;
procedure start
begin
if Killed!=1 then begin
call KillMe;
end
end
procedure KillMe
begin
variable LVar0 := 0;
Killed := 1;
LVar0 := random(0, 5);
if (LVar0 == 0) then begin
LVar0 :=tile_num(self_obj) - 400;
end
else begin
if (LVar0 == 1) then begin
LVar0 :=tile_num(self_obj) - 202;
end
else begin
if (LVar0 == 2) then begin
LVar0 :=tile_num(self_obj) - 198;
end
else begin
if (LVar0 == 3) then begin
LVar0 :=tile_num(self_obj) + 400;
end
else begin
if (LVar0 == 4) then begin
LVar0 :=tile_num(self_obj) + 202;
end
else begin
LVar0 :=tile_num(self_obj) + 198;
end
end
end
end
end
anim(self_obj, 1000, rotation_to_tile(tile_num(self_obj), LVar0));
AnimFrame := random(0,20);
if AnimFrame==0 then begin
kill_critter(self_obj, 54);//bullet holes - full auto partial hit
end
else begin
[[[snipped here for sake of the length of this post]]]
kill_critter(self_obj, 57);//face down burnt - Flamethrower
kill_critter(self_obj, 56);//cut in half - Laser Rifle, Gatling
kill_critter(self_obj, 53);//head gone - full auto
kill_critter(self_obj, 59);//exploded - Rocket Launcher
kill_critter(self_obj, 63);//generic facedown - w/blood
kill_critter(self_obj, 49);//generic facedown - w/o blood
kill_critter(self_obj, 60);//melted - Plasma Rifle
kill_critter(self_obj, 53);//head gone - full auto
kill_critter(self_obj, 51);//side blown out - Eyes/Torso CRITICAL
kill_critter(self_obj, 48);//generic on back - no blood
Sduibek said:.Pixote., what do you think of this as a talking head background?
Would of course be for cave-type maps -- I simply took the one from Fallout 2 and recolored it. Does it look "Fallout 1 cave blue" enough?
Sduibek said:Yeah that's been implemented since like .995
Should the talking head backgrounds be random?
For example, both the Hub and Necropolis and Raider could work for Necropolis maps (at least to my eyes) -- so should I stick to the canon and use only the Necro background, or make things more visually interesting by randomizing it each time dialog is entered?
Canakin said:First of all thanks for the great work you have done with this mod Sduibek. I've been enjoying it greatly so far, At the moment I'm in post-mutant invasion Boneyard but I have a problem; Every single time I enter the Followers of Apocalypse map the game instantly crashes to desktop alongside this error:
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Sure, this can be easily avoided by skipping the mentioned part of the game but i really want to see what's new and kill the mutant bastards in that map. So can you people offer a solution for my problem, or maybe point out the reason that it occurs?