[FO2] Frank's weapon

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RE: Frank's weapon

Hey, Per, I believe that someone is me. :D

I've always given skynet the H&K G11E, and he never seemed to have any problems with it. The only problem I have had is that sometimes he chews through as many bullets as Cassidy, and that can get expansive. Why not throw him/it a bunch of weapons, and ask him/it to equip the best one just to see what happens? I usually give him/it Pancor Jackhammer/FN FAL as back up because I am usually swimming in those bullets by the time I get him.

Let me check to see what animation he uses for H&K G11E.

BTW, Frank, nothing personal, but that sig pic is really looong, so it takes up a lot of space on the board. Is it possible for you to kindly shorten it a bit? Thanks.

Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: Frank's weapon

[font size=1" color="#FF0000]LAST EDITED ON Nov-15-02 AT 12:04PM (GMT)[p]>Another "I can't get this to
>work" thing, since this seems
>to be the perfect thread
>for it: Someone said they
>could give SMG:s (like the
>H&K G11E) to Skynet. I
>checked and the robobrain really
>does have SMG animation frames;
>problem is, when I give
>any SMG or big pistol
>to him he refuses to
>equip them (and it's not
>because I forgot to give
>him the ammo). So if
>anyone who remembers doing this
>could do it again and
>report which weapon it worked
>with, it would help.
>

Well if I remember it right than the robot has just animations for unarmed and rifle weapons.

I doub that it is that way but he maybe uses the same animation for pistoles and smgs as for rifles.

To give you an real answer I've to look into the critter.dat file.

>BTW, Frank, nothing personal, but that sig pic is really >looong, so it takes up a lot of space on the board. Is it >possible for you to kindly shorten it a bit? Thanks.

Done :)
 
RE: Frank's weapon

>>I
>>checked and the robobrain really
>>does have SMG animation frames;

>Well if I remember it right
>than the robot has just
>animations for unarmed and rifle
>weapons.
>
>To give you an real answer
>I've to look into the
>critter.dat file.
>

No need, as I said above I already did. But it's odd that Starseeker can give SMGs to the bot and I can't.

/Per
 
RE: Frank's weapon

Heh, but skynet works better with a gauss rifle anyway.
 
RE: Frank's weapon

Um, I figured it out now. I was just being stupid - Skynet's default combat setting is Unarmed, so he wouldn't accept ANY weapon I gave him (except maybe Brass Knuckles). Well, that's one less mystery, leaving only the robo weapons, pariah dog, deathclaw fights, level up bugs, ammo stats, etc. etc. :)

/Per
 
RE: Frank's weapon

Congradulations! You have yet again, exposed a horribly lame and unfair absolutely retarded cheat that now a bunch of newbies trying to get power will run around abusing this and ruining the game.

<sarcasm>Hey btw, frankywannbe, nice job with having an original name. Where did you come up with it, it's just so the most original cool name I've ever seen im my LIFE!</sarcasm>

Where the hell are all these morons coming from...

"Eat lead, chop shop boy!" - Chosen One
All hail Lord Phrog, #1 fan and veteran of Fallout series.
 
RE: Frank's weapon

Ah, good Per.. pointing out the flaws of morons everywhere.

"Eat lead, chop shop boy!" - Chosen One
All hail Lord Phrog, #1 fan and veteran of Fallout series.
 
RE: Frank's weapon

>You have yet again,
>exposed a horribly lame and
>unfair absolutely retarded cheat that
>now a bunch of newbies
>trying to get power will
>run around abusing this and
>ruining the game.
>

Yeah! Now any newbie can just run through the entire game, kill Horrigan, and then play the remaining part of the game (running up to the final door and opening it) wielding the awesome power of the End Boss Plasma Gun! So lame!

/Per
 
RE: Frank's weapon

I know!

"Eat lead, chop shop boy!" - Chosen One
All hail Lord Phrog, #1 fan and veteran of Fallout series.
 
RE: Frank's weapon

[font size=1" color="#FF0000]LAST EDITED ON Nov-29-02 AT 10:19AM (GMT)[p]Yo Per

the robo thing didn't work.

EDIT: And also after performing the trick I found another thingie for throwing charas (also if it seems quite pointless).

When you encounter a fight between you and some geckos and plants or you between some scorpions and plants you can actually pick up the remaining spore spikes from the plants dead bodies.

Just kill the plants first. When there are only geckos or scoprions left make sure that they die on the same hex were a plant died. After finishing combat and looting the dead bodies of the scorps or the geckos the switching arrows will be there. And just in the same way you get Horrigans weapons you get the remaining spore spikes which the plant never got time to spit out.
http://www.imahosting.com/sigs/falloutburn.gif
 
RE: Frank's weapon

Ooops, Per, sometimes it can be just the smallest thing, isn't it? :D:P

I always change my npc's combat settings ever since I detected the cassidy bug. I tend to mess with it a bit more depending on the bullet, and kill count.

The plant spikes don't really do much, even damage wise, and I don't even think you can sell them.

Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: Frank's weapon

Yes as I sad it is quite pointless but if you got nothing else to do.
But if you're just specialised in the throwing combat skill, I guess that you early on have to throw flares, plant spikes, rocks & spears and because their damage isn't that great (the spears throwing damage is okayish but the range isn't that great) you might want a couple of them.

http://www.imahosting.com/sigs/falloutburn.gif
 
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