Fallout 2 mod FO2 Engine Tweaks (Sfall)

Thank you, I'll check it out. Doing a bunch of saves and loads probably would be a good test as well.
 
JimTheDinosaur said:
First I thought something was wrong with the second argument of the calcapcost script, but now that I've wasted my time on an elaborate workaround with the exact same bug, I'm guessing there might be something more fundamentally wrong.

The issue is perhaps limited to punches: every now and again they register as aimed, even if they aren't actually aimed. No clue why.

edit: it's not restricted to punches, I think all weapons have the same strange effect.
Could it be critical hits? Aren't those always aimed (or in this case turns into aimed shots to the torso)? Or am I thinking wrong here?
Anyway, you can easily test it by editing the dudes critical chance, either set it to 0 or 99 and see what happens.
 
Darek said:
Could it be critical hits? Aren't those always aimed (or in this case turns into aimed shots to the torso)? Or am I thinking wrong here?
Anyway, you can easily test it by editing the dudes critical chance, either set it to 0 or 99 and see what happens.

Interesting thinking, but I tried everything from setting every attack to a crit through the afterhitroll hook script, to setting critical chance for the protagonist to 50% and then 0% and every time it was the same. The frequency is always something like 1 in every 5 attacks, and it doesn't matter whether it's a hit or a miss.

edit: ah nvm, it's apparently being caused by some other mod of mine, I've removed them all and the problem disappears. I should have this figured out at some point.

edit2: ah, the "bug" must be in the new localization system, should have thought of that.

edit3: yup, fixed now. Sorry for wasting people's time!
 
Just gonna keep asking stupid questions:

The problems I had with global_script_type(1) (the always on one): I'm taking it they have to do with this, right?:

Using mode 1 requires the input wrapper to be enabled.

So, what's an input wrapper? I checked ddraw.ini, but nothing seemed to particularly stand out. Is it maybe the one about

;Set a number of milliseconds to idle each input loop

because if it is, I have the feeling I already tried playing around with that to no avail.

edit: on a related note, what exactly does available_global_script_types do? I tried it and it returns 1, but I have no idea what to do with that. I tried googling both these things, but nothing came up.
 
JimTheDinosaur said:
Is there any way one can change the AP cost of opening the inventory during combat?
if it doesn't trigger the ap cost hookscript, then not currently.

JimTheDinosaur said:
So, what's an input wrapper?
Nothing you need to worry about; it's on by default now and can't be turned off.

JimTheDinosaur said:
edit: on a related note, what exactly does available_global_script_types do? I tried it and it returns 1, but I have no idea what to do with that. I tried googling both these things, but nothing came up.
As far as I'm aware, none of the txt files from the modders pack are available on google, so you won't find much there. :p

iirc, it just returns 1 if the input wrapper is available, 2 if world map scripts are available, and 3 if both. But there's a bug that stops the 2 getting added... so basically it's useless atm and always returns 1. :p
 
Thanks! Too bad the inventory doesn't trigger the AP hookscript... have wanted to raise reload AP costs for a while but that's a bit useless without raising the inventory AP as well.

EDIT: Jordan asked this about forty pages ago, but I didn't see your reply anywhere, so I thought I might as well ask as well: is it possible to create spatial scripts via script (so not in the mapper)? The reason you didn't respond is probably because it's impossible, but it's the only real possibility to make the traps skill interesting so I thought I might as well make sure.
 
JimTheDinosaur said:
EDIT: Jordan asked this about forty pages ago, but I didn't see your reply anywhere, so I thought I might as well ask as well: is it possible to create spatial scripts via script (so not in the mapper)? The reason you didn't respond is probably because it's impossible, but it's the only real possibility to make the traps skill interesting so I thought I might as well make sure.
Or I just wasn't around when it was asked, and never went back far enough to look.

No, sfall doesn't add any extras to spacial scripts. But there's no reason you can't emulate a spacial script in a global script. It just wont be as efficient, because you'd have to test if there were any critters on the relevant set of tiles each loop.
 
Timeslip said:
JimTheDinosaur said:
EDIT: Jordan asked this about forty pages ago, but I didn't see your reply anywhere, so I thought I might as well ask as well: is it possible to create spatial scripts via script (so not in the mapper)? The reason you didn't respond is probably because it's impossible, but it's the only real possibility to make the traps skill interesting so I thought I might as well make sure.
Or I just wasn't around when it was asked, and never went back far enough to look.

No, sfall doesn't add any extras to spacial scripts. But there's no reason you can't emulate a spacial script in a global script. It just wont be as efficient, because you'd have to test if there were any critters on the relevant set of tiles each loop.

Interesting... never thought of that. Though I'd think the biggest problem wouldn't even be efficiency but permanency. E.g. you'd set a "mine" by setting an sfall global to the player's tile, then check continuously over each npc whether they're close, otherwise boom. Reload game however and it's gone.

Unless I do something with MVARs or something... Thanks anyway!
 
JimTheDinosaur said:
Interesting... never thought of that. Though I'd think the biggest problem wouldn't even be efficiency but permanency. E.g. you'd set a "mine" by setting an sfall global to the player's tile, then check continuously over each npc whether they're close, otherwise boom. Reload game however and it's gone.

Unless I do something with MVARs or something... Thanks anyway!
Actually, sfall globals are persistent. As are any arrays that are created without the transient flag. They all get saved into your savegames.
 
Timeslip said:
JimTheDinosaur said:
Interesting... never thought of that. Though I'd think the biggest problem wouldn't even be efficiency but permanency. E.g. you'd set a "mine" by setting an sfall global to the player's tile, then check continuously over each npc whether they're close, otherwise boom. Reload game however and it's gone.

Unless I do something with MVARs or something... Thanks anyway!
Actually, sfall globals are persistent. As are any arrays that are created without the transient flag. They all get saved into your savegames.

Seriously? Wow, I have no idea why I was so completely and totally convinced that they weren't, but that changes a lot. Thanks for the heads up.
 
BTW, Timeslip in case you don't check your messages, I sent a link to an updated AmmoMod.cpp file.

Thanks for everything! :)
 
Glovz said:
BTW, Timeslip in case you don't check your messages, I sent a link to an updated AmmoMod.cpp file.
yup, seen it and already done. :)

Sduibek said:
Do you know when you'll have time to go through the the Sfall Requests?
At the rate I'm going, in 40-ish years when I retire.
 
Has the "Pressing A to enter combat before anything else happens, thus getting infinite free running" bug been fixed?
 
NovaRain said:
Sduibek said:
Has the "Pressing A to enter combat before anything else happens, thus getting infinite free running" bug been fixed?

Nope, AFAIR there's no solution coming from the previous discussion. Blocking the "A" key still doesn't sound like a good idea for me honestly.
Not sure why it should matter. People complaining about a missing shortcut is more than worth it, to fix one of the biggest exploits in the game. EDIT: But even better you could just make it optional, explained below.

Wouldn't disabling the reading of that key be literally like one line of code? If it's additionally disabled by default I really don't understand the problem. Because there would be no problem. Everyone goes home happy.

Something like:
Code:
if (input) == ("A" ASCII code) then
override_input_send;

I find it ironic that in previous versions the CantSaveDuringCombat was enabled by default, which would piss a lot of people off or at the very least confuse them as to why something provided isn't working (just like you say would be the issue with the keyboard shortcut), but that you both feel the opposite is true for this issue. Personal taste in gameplay style should not dictate fixing of massive exploits. :roll: An exploit is an exploit is an exploit.

Example: It took me while to figure out that I couldn't save during combat because of Sfall. When I found out, I was very frustrated. So your reasoning is valid. However, if the setting had come disabled by default, it would have been transparent and thus players and modders could choose whether to enable it. Like I said, everyone goes home happy that way.

Best solution, I think:
Players are given choice whether to PreventSaveDuringCombat or DisableKeyToStartCombat, but both disabled by default. Modders such as myself and killap could simply add each to the installer, letting users choose if they want to disable them.
 
Maybe add a line in the message box to notify player about this when they press the key? Like the way blocking save in combat does.
 
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