No problems were noticed when playing video in the game.
My System: w7, DirectX9, K-Lite Codec Pack installed, video card NVIDIA
SetEntry(4, 0, 4, 2, -1);
Of course right. I'm using these videos for further tests.Are You sure, that You've configured ddraw.ini properly for the playback (and *indeed* playback the upscaled .avi videos insted of .mve)
-1 means "no stat". If you read the notes at the button of the table on fandom you'd know why.
Of course right. I'm using these videos for further tests.
Changelog said:v4.2.8
>Fixed a bug in ObjCanSeeObj_ShootThru_Fix that caused the source to be unable to see the target if it has the 'ShootTrhu' flag set
>Fixed the encounter messages still being limited to 50 entries per table when EncounterTableSize is set to greater than 50
>Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
>Improved the field of view check in ObjCanSeeObj_ShootThru_Fix
>Improved the functionality of GlobalShaderFile to be able to load multiple shader files
>Improved the performance of DX9 graphics modes
>Extended the upper limit of set_pickpocket_max and set_hit_chance_max script functions to 999
>Expanded get_window_attribute script function to support the automap interface window
>Removed the check for valid objects from get/set_object_data script functions to make them work with other structured data
>Removed KeepWeaponSelectMode and InterfaceDontMoveOnTop from ddraw.ini because there is little reason to turn them off
>Added a fix for the engine building the path to the central hex of a multihex object
>Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
>Added a fix to the check for ranged weapons in the Fast Shot trait and FastShotFix
>Added a fix for the background image of the character portrait on the player's inventory screen
>Added a fix for the broken Print() script function
>Added the original Fallout 1 behavior of the Fast Shot trait to FastShotFix
>Added an option to enable linear texture filtering for DX9 graphics modes
>Added support for ACM audio file playback and volume control to soundplay script function
>Added support for transparent interface/script windows
>Added the ability to change the poison level for critters to poison and set_critter_stat script functions
>Added the ability for controlled critters to use Sneak skill in combat
>Added a volume control to reduce the volume for play_sfall_sound script function
>Added an argument to intface_redraw script function to redraw all interface windows
>Added a new argument to HOOK_TOHIT hook script
>Added a new argument to HOOK_COMBATDAMAGE hook script
>Added a new hook type to HOOK_WITHINPERCEPTION hook script (when AI determines whether it sees a potential target)
>Added two sharpen filter files as global shader examples to the modders pack
>New script functions: interface_art_draw, interface_print, combat_data
>Updated the ammo ini loader mod in the modders pack
You can get it with normal get_sfall_arg just like other arguments. Don't know why you think it's different from others.Regarding the new argument for COMBATDAMAGE, I suppose you can't use the normal "get_sfall_arg" on it, can you? what would it return?
#include ".\headers\define.h"
#include ".\headers\sfall\sfall.h"
#include ".\headers\sfall\define_extra.h"
procedure start;
procedure CombatDamageHandler;
procedure start begin
if game_loaded then begin
register_hook_proc(HOOK_COMBATDAMAGE, CombatDamageHandler);
end
end
procedure CombatDamageHandler begin
variable
attacker := get_sfall_arg_at(1),
attackerResults := get_sfall_arg_at(5),
combatData := get_sfall_arg_at(12);
if (attacker == dude_obj) and (attackerResults bwand DAM_CRITICAL) then begin
set_object_data(combatData, C_ATTACK_MESSAGE, 6500);
end
end
Not yet but here is the thing; using set_inven_ap_cost It should be easy to do this in a script. But then this issue will exist for anyone who decides to raise the number, thinking it will be fine (when it might not be fine). In other words if the check is not written in sfall there always exists this problem for anyone who increases this number and they'd have to write a script to ensure no errors arise.Have you tried set_inven_ap_cost?
So if they have multiple items, they grab directly without inven cost? If that's so then it should be fine then, but we should be sure. Cause if not then one can expect problems.Pretty sure NPCs don't open their Inventory, and just use items from their off-hand
Changelog said:v4.2.8.1
>Fixed a few minor bugs introduced in 4.2.8
>Added support for drawing PCX images to draw_image, draw_image_scaled, and interface_art_draw script functions
>New script function: win_fill_color
>Cleaned up define_lite.h and command_lite.h in the modders pack