FoT Weapon Conversions

Wild_qwerty said:
The helecopter model is 50%-50% as is is broken into separate parts and I will need to make sure the parts are aligned.
There's a complete helicopter (both upright and crashed) as single tiles in junk city\objects\military\helecopter.
 
Question ... has anyone tried adding new ammo of new caliber, outside of the original set of calibers?

I added some new calibers for .303, 30.06, 40mm grenades (for grenade launchers), harpoon for the speargun. In the mapper proto editor, when you edit an ammo type, there is a caliber selection, there is a list of the available calibers. I haven't found a way to add new calibers to that list, and I suspect that its not possible.

For the new calibers, I set the caliber to None, but I can still set the "Ammo PID" for a weapon to point to the new ammo type I created. I noticed that they did it this way for BBs for the BB guns.

But if I have a gun that wants .308 caliber, it seems that it will actually reload both .308 and .303 caliber, probably because there is no "standard" calibers for these configured in the system. The guns work, but unfortunately they don't work quite the same as the other guns where ammo caliber was originally configured/supported. Adding new sub-types of existing calibers is no problem, for example I added 4 new 12-guage ammos and that works fine.

I'm wondering if Corpse or anyone else has encountered this limitation, and if there's anything I might be missing. Damn I wish I had the source code for the engine :(
 
requiem_for_a_starfury said:
Wild_qwerty said:
The helecopter model is 50%-50% as is is broken into separate parts and I will need to make sure the parts are aligned.
There's a complete helicopter (both upright and crashed) as single tiles in junk city\objects\military\helecopter.

Yea, but on large FRMs the clipping goes funny when the player walks around it (he will end up walking through it) which is why it needs to be split up.
 
Wild_qwerty said:
Yea, but on large FRMs the clipping goes funny when the player walks around it (he will end up walking through it) which is why it needs to be split up.

Did you try setting the flag Multi-Hex=Yes on those large FRMs (in the protoype for the object--setting in the mapper)? This is required for objects that span more than one hex (or dude can walk through them). Also, a mapper could lay some hex blockers around large objects like a heli.
 
note sure sorry, I'm not that good with the mapper :?

But most of the large items in Fallout are split up, and in the past I've had problems with this as the levels are still set from the hex where the item is placed, and even with blockers I've seen the player walk through the edges of some scenery items.
 
Good news on the FoT projectiles: no problem adding them.
Adding a new projectile is simple:

1) Put the projectile frm in \art\misc

2) Edit the \art\misc\misc.lst and add the new frm name at the end

3) Copy one of the exisiting protos in \protos\misc to a new number. Edit the proto in a hex editor and:
Change the proto ID (hex offset 1, 3 bytes).
The proto ID is the hex conversion of the decimal proto number (example: 51 becomes 000033).
Change the message number (hex offset 4, 4 bytes).
The message number is the hex conversion of the decimal proto number x 100 (example: 5100 becomes 000013EC).

4) Edit the \proto\misc\misc.lst and add the new proto number at the end.

5) Edit \text\english\game\pro_misc.msg and add a description for the new projectile.

6) Run the mapper and:
- Edit the projectile proto, toggle to the new image
- Edit the weapon, toggle the Proj Pid to the new projectile proto

The boomerang projectile is working fine. I am adding all of the rest now.
I have also added all of the misc items from art pack 1.
 
Okay wait ... we have spit projectiles?
Is that what FOTSpit.frm and FOTSpit2.frm are?
What were these used for in FoT?
 
Question for wild_qwerty on these projectiles ...
There are 10 grenade projectiles named FOTgren0 - FOTgren9.
Do you know what their types are (frag, plasma, etc)?
 
yea, the spit attacks were for the cockroaches.

Small Cockroach
-Melee attack 1
-Melee attack 2

Big Cockroach
-Melee attack 1
-Throwing attack

Massive Cockroach
-Melee attack 1
-Throwing attack 2

But since I didnt know about the spit projectiles back then I just gave them all two melee attacks. Just copy the second melee attack FRM and rename it to the throwing suffix, its the one where the roach moves its body forward (to help throw the spit)
 
Wild_qwerty said:
But since I didnt know about the spit projectiles back then I just gave them all two melee attacks. Just copy the second melee attack FRM and rename it to the throwing suffix, its the one where the roach moves its body forward (to help throw the spit)

Uh oh ... I didn't know there were special suffixes, and I renamed some of these projectiles. Could you please explain the naming convention for these suffixes?

I'm also wondering why there is 2 of each of the laser, plasma, electrical, flame, gauss, etc.

I did some renaming of weapons/items because I had trouble with very generic names (matching them to the actual weapon). I ended up going back to the original files (before you renamed them) to figure out which rifle was which for example. Having the same problem with grenades now ... don't know which is which. I'd rather name them grenfrag, grensmok, ...


EDIT: Wait a minute ... are you talking about critter suffixes? For cockroaches? I don't have any cockroaches. I don't recall finding them in critter packs 1-8. Do you have these FRMs? What about wasps? I have a wasp stinger misc item so I assume there are wasps too.
 
Okay, where are the weapon experts? Who reads Guns & Ammo?

I added 9 new ammo types for the FoT ammo. I tried to assign the ammo numbers (AC Adjust, DR Adjust, Damage Multiplier, Damage Divisor), but I really don't know if these numbers are even remotely close to being right. Could you please look at these numbers and make suggestions? I have a chart here that shows all of the FO2 ammo numbers plus the 9 new ones at the bottom.

What do I need to do to fix the bottom 9?
A second question: what needs to be done to fix the FO2 AP ammo?
 
Wrapping up item conversions ... here's a bunch of reference documentation:

The item browser has been updated with all of the new FoT items.
I have spreadsheets for armor, weapons, and ammo.
Here is the itempid.h header for use in scripts.

Here's a rundown of what new stuff was added:

Armor:
Claw Hide Armor
Claw Hide Armor Mark II
Tesla Armor Mark II
Brotherhood Power Armor
Environmental Armor
Environmental Armor Mark II
Raider Armor
Reaver Armor

Energy Weapons:
Plasma Assault Rifle
Pulse Rifle Prototype
Glock 87 Plasma Pistol Mark II
Spasm Neurodisrupter

Heavy Guns:
MEC Light Minigun
MEC Heavy Minigun
MEC Gauss MiniGun
Browning Auto Rifle Machine Gun
Bren Machine Gun
Lewis MKII Machine Gun
Flambe 480 Heavy Flamethrower
Modified Flambe Flamer Pistol
Rockwell Rocket Launcher Mark II
M79 Grenade Launcher
Grenade Launcher Pistol

Sub-Machine Guns:
UZI SMG
Schmeisser MP-38 SMG
FN P90C SMG
VZ61 Scorpio SMG
Walther MPL SMG
Calico Liberty 100 SMG
H&K MP5 SMG
Ruger AC556F SMG
Steyr AUG SMG

Rifles:
AK-47 Assault Rifle
M1 Garand Rifle
M14 Rifle
M16A1 Rifle
H&K MSG90 Sniper Rifle
Spear Gun

Shotguns:
Ithaca Model 37 Shotgun
Beretta 470 Silverhawk Shotgun
Neostead Combat Shotgun

Pistols:
Smith & Wesson M29 Revolver
Casull Revolver
Colt M1911 A1 Pistol
Beretta M9FS Pistol
Browning HiPower Pistol
Calico M950 Pistol
Sig-Sauer P220 Pistol

Ammunition:
Sabot Rocket
Depleted Uranium Rocket
40mm Grenade
.30-06 Ammo
.308 Ammo
9mm JHP Ammo
9mm AP Ammo
9mm FMJ Ammo
12-Gauge Shotgun Slugs
12-Gauge Shotgun Flechette
12-Gauge Shotgun Rubber Bullets
Spear Gun Bolts

Melee Weapons:
Club
Axe Handle
Iron Pipe
Pipe Wrench
Claw Hammer
Super Micro Sledge
Serrated Spear
Barbed Spear
Diamond Spear
Piston Spear
Snake Spear
Festering Spear
Explosive Spear
Combat Knife Mark II
Machete
Scalpel
Monofilament Knife
Broken Bottle
Piston Fist
Knuckle Duster
Tiger Claws
Finger Claws
Adamantium Claws
Mace Glove
Razor Glove
Lead Glove
Punch Dagger
Punch Gun

Thrown Weapons:
Throwing Dart
Throwing Star
Chakram
Phantasm Ball
Boomerang
Frag Grenade Mark II
Incendiary Grenade
Chemical Grenade
Acid Grenade

Misc Items:
Explosive Mine (needs work)
Anti-Personnel Mine (needs work)
Small Anti-Tank Mine (needs work)
Large Anti-Tank Mine (needs work)
Acid Mine (needs work)
Plunger
Punch Cards (2)
Rat Pelt
Komodo Pelt
Scorpion Tail
Brahmin Horn
Roach Guts
Wasp Stinger
Fuses (4)

This was a lot of work ...
 
dude_obj said:
EDIT: Wait a minute ... are you talking about critter suffixes? For cockroaches? I don't have any cockroaches. I don't recall finding them in critter packs 1-8. Do you have these FRMs? What about wasps? I have a wasp stinger misc item so I assume there are wasps too.

:oops: I forgot about those ones! I were saving the roaches and wasps for use in MR :cry:

I keep forgetting that I have the FOT ghouls and super mutants to send to odin too :?

I should hopefuly get that done this week, good work one all the rest of it though!
 
Wild_qwerty said:
I were saving the roaches and wasps for use in MR :cry:

Do it for the people hee hee

Wild_qwerty said:
I keep forgetting that I have the FOT ghouls and super mutants

Cool! That would also make the mutant and ghoul armor from art pack 1 useful.

That reminded me of .... the lieutenant from FO1 ... who is a mutant wearing armor ... if a mutie armor item was made, then marcus could change into the lieutenant model when he wears the armor.
 
that would be a good mod, or at least an add on for the b-team mod :)

Can you make it so only marcus (or a mutie) could wear that type of armour?
 
Wild_qwerty said:
Can you make it so only marcus (or a mutie) could wear that type of armour?

Damn that is a problem with this idea. Setting up new armor was a lot easier than I thought it would be. All you do is point to an inventory image, a ground image, then to the character FRM that looks like the one wearing armor. I don't see an obvious way to restrict that to just marcus or just muties, which would mean the player could become a mutie (I don't think that is a good idea).

Perhaps there is a way to do something via scripting, I'll have to think about that. Or maybe the only way marcus can get armor is through dialog with some NPC. For example, you buy the armor for him in some conversation, and a script gives him the armor. That way only he can get it. I think that would work.

In FO2 it's sad how marcus becomes so useless after NCR without armor. They really should have made armor for him in the game.
 
Wild_qwerty said:
Can you make it so only marcus (or a mutie) could wear that type of armour?

Yeah I figured this one out ... this bit of code checks if the mutie armor is worn, if so drop it on the ground.
The player can put it on, but it won't be on for long, not even long enough to see it worn.

procedure critter_p_proc begin
if (obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_WORN)) == PID_ARMOR_MUTANT) then begin
drop_obj(critter_inven_obj(self_obj,INVEN_TYPE_WORN));
end
if (obj_art_fid(self_obj) == FID_MALIEU) then begin
art_change_fid_num(self_obj, FID_HMJMPS);
end
end

That last part using the art_fid commands was added because sometimes, without that code, the player would be left with the lieutenant appearance. So it checks "do I look like the lieutenant" and if so change back to my appearance.

There is a way to make the armor go to inventory instead of ground too.
 
Armor for Marcus ... tricky but doable ....

I made an armor that has the appearance of the FO1 lieutenant. If I manually add this armor to the marcus character (in the mapper) and make him wear it, his damage resistance changes, but his appearance does not. However, I made his appearance change when he wears the armor like this:

if (obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_WORN)) == PID_ARMOR_MUTANT) then begin
if (obj_art_fid(self_obj) != FID_MALIEU) then begin
art_change_fid_num(self_obj, FID_MALIEU);
armored := 1;
end
end
else begin
armored :=0;
end
if (armored == 0) then begin
if (obj_art_fid(self_obj) == FID_MALIEU) then begin
art_change_fid_num(self_obj, FID_MAMTN2);
end
end

So if he's wearing the armor, looks like leutenant MALIEU, and if not change back to marcus MAMTN2 appearance. The other code I posted makes it so the player (or any non-mutie) refuses to wear that armor.

Now one part I struggle with ... is there a way to make a critter wear an armor in a script ... I haven't found a way. Also, I don't know if the default marcus configuration will even allow wearing armor. I hope its doable in a script command.
 
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