Sorry I've not been around much lately. Blame
these guys for giving me a job... I'm unlikely to ever be spending considerable amounts of time on sfall again.
Lexx said:
Would it be possible to improve the scanner a little bit?
Done, and in svn. There's separate options to allow the motion scanner to be used while not held in a hand, to make the item highlight require one, and to give them infinite charges. (Default is to allow them to be used while not held, but the other two settings are off.) As a slight caveat, if you have multiple scanners in your inventory it'll try to use whichever one is on top, even if it has no charges. (that problem exists in the base game, although there triggering it would have required you to have one motion scanner in each hand, which would have been a little silly...)
This adds two extra strings to the translations ini; the console messages that are displayed if you try to item highlight without a scanner, or with an uncharged scanner.
Sduibek said:
Obviously not lazy people like you. SNAP!
...
Oh and Timeslip I know you've been asked but I forget the answer, why did you never develop this for Fallout 1?
This is a forum. Old posts don't just vanish. If you know it's been asked, then just look up the old post...
I guess that SNAP was as in the card game, right?
DForge said:
Could we somehow go around the 40 encounters per table limit?
Because if you type in more than 40, it will result in a critical error of fallout2.exe while trying to run the game
no exceptions, too
It might be possible. I'll have a look. You can certainly script around the problem though; with force_encounter you can have as many different encounter types as you like.
Edit: Done and commited to svn, although I've not tested that the new encounters actually work, just that they don't cause anything to crash.