Fix'd.Bloodlust said:I really hope that once 1.0 is released and english'd
Fix'd.Bloodlust said:I really hope that once 1.0 is released and english'd
Why russian, wouldn't it be better if it will be a Chinese mod? I am certain that there are more of them than us, in fact I bet there are more of Mandarin speakers then English and who ever on third combined. Though I am not feel right, with what we know about the Great warGhoster said:I'm probably the only one who's actually happy this mod is Russian, it gives a lot of motivation to learn the language. Shame I cannot play it at the moment.
attacker:=get_sfall_arg;
tilenumber:=get_sfall_arg;
elevation_is:=get_sfall_arg;
blocking_is:=get_sfall_arg;
if get_mouse_y >= get_screen_height-(480-363) and get_mouse_y <= get_screen_height-(480-379) and attacker==dude_obj then begin
set_sfall_return(attacker);
set_sfall_return(tilenumber);
set_sfall_return(elevation_is);
set_sfall_return(1);
//display_msg(" block");
end
Hey, not sure if anybody's still around for this, but would just like to reiterate my request. Also, in case you guys still have a problem with clicking the UI not blocking movement while in combat, just add this to a hs_hexmoveblocking hookscript:
Code:attacker:=get_sfall_arg; tilenumber:=get_sfall_arg; elevation_is:=get_sfall_arg; blocking_is:=get_sfall_arg; if get_mouse_y >= get_screen_height-(480-363) and get_mouse_y <= get_screen_height-(480-379) and attacker==dude_obj then begin set_sfall_return(attacker); set_sfall_return(tilenumber); set_sfall_return(elevation_is); set_sfall_return(1); //display_msg(" block"); end
This also removes the annoying rotation changes out of combat.
According to their website, they are still working on itAny news on the translation?
attacker:=get_sfall_arg;
tilenumber:=get_sfall_arg;
elevation_is:=get_sfall_arg;
blocking_is:=get_sfall_arg;
if get_mouse_y >= get_screen_height-(480-363) and get_mouse_y <= get_screen_height-(480-379) and attacker==dude_obj and (art_anim(obj_art_fid(dude_obj)) != ANIM_walk) and (art_anim(obj_art_fid(dude_obj)) != ANIM_running) and global_var(645) != 1 then begin
set_sfall_return(attacker);
set_sfall_return(tilenumber);
set_sfall_return(elevation_is);
set_sfall_return(1);
//display_msg(" block");
end
I don't see a problem. ;DRussian
As do I! Really burning to play this!I don't see a problem. ;D No really, FoN is the best total conversion mod I've played. It's comparable to FO1.5: Resurrection, and IMO is superior in almost every aspect, excluding companions (FoN doesn't have it). It contributes to the series lore a lot and is fully lore-wise with lots of new features and awesome gameplay. Even FoN 0.99 beta is played like a fully functional game. I hope you guys will get a translation soon, and thus we will be able to discuss this brilliant modification.Russian
As do I! Really burning to play this!I don't see a problem. ;D No really, FoN is the best total conversion mod I've played. It's comparable to FO1.5: Resurrection, and IMO is superior in almost every aspect, excluding companions (FoN doesn't have it). It contributes to the series lore a lot and is fully lore-wise with lots of new features and awesome gameplay. Even FoN 0.99 beta is played like a fully functional game. I hope you guys will get a translation soon, and thus we will be able to discuss this brilliant modification.Russian
As do I! Really burning to play this!I don't see a problem. ;D No really, FoN is the best total conversion mod I've played. It's comparable to FO1.5: Resurrection, and IMO is superior in almost every aspect, excluding companions (FoN doesn't have it). It contributes to the series lore a lot and is fully lore-wise with lots of new features and awesome gameplay. Even FoN 0.99 beta is played like a fully functional game. I hope you guys will get a translation soon, and thus we will be able to discuss this brilliant modification.Russian