After testing I found the problem as you said, it's true need energy ammo blade, but I changed the 'ammo useage' to 0, so I can't see cutin-half anymore.
Thanks a lot, now I go on working.
Thanks a lot, now I go on working.
jarekfall said:I know the location of the code that compares used by a weapon ammo type with expected ammo type and creates a name for a death sequence. However I need to find a way to get an access to weapon parameters, but as always it's only a matter of time.
By the way when I was experimenting with this I've found the code that triggers the "FearTheReaper" perk that also cuts a character in half and executed it on a PC that doesn't have this perk. It think that its occurrence depends on time.
It's not possible. It's not implemented because of lack of time. To automate your work under Windows system you can use "AutoHotkey" utility which is available for free.QuantitizingQuibbleQuack said:Hey this is related to Sprite_Creator, how do I access the File, Image, Options , Palette, and Help links at the top via Hotkey?
No, it certainly won't work. Only dialog windows let you to use TAB key and other keys because they derive behaviour from different window class.QuantitizingQuibbleQuack said:I am running WINE and the rest of your UI i believe will be responsive if I can just have hotkeys to open or create a new project.
It's a sprite editor, not ZAR file editor. As a source of images you can use only bitmaps.QuantitizingQuibbleQuack said:Another thing, can ZARS be opened directly using Sprite Creator?
OK, added it to the list of requests.QuantitizingQuibbleQuack said:I would like to request a feature that can export all layers for a selected image so that it gives me a complete sprite. For example the deathclaw.spr and dog.spr gives me pieces of their bodies.
Mass export is not implemented because of lack of time. Only mass import is implemented which is more important for creating new sprites by using 3D modelling tools. There was almost not interest of modders in creating new sprites so I started work on my second project: FT Improver. I was also very busy with life for about 2 years and thus haven't had a spare time.QuantitizingQuibbleQuack said:And is there a help file that describes how to do a mass export of the frames in these sprite files? it is pain in the ass to select each frame for every direction, for every animation.
OK, added it to the list of requests.Corpse said:I can't say it was an easy task so I will suggest a 'duplicate attack sequence' function for the next release of your sprite creator. Making new sequences can be time consuming and tedious, specially when you have so many new animations and sprites to work with.
If you are creating weapon entities that have specified weapon type parameter other than "None" then you can have both attack sounds and weapon sounds in any case, regardless of used animation name.Corpse said:I tried adding new attack sequences following from AttackFive, Six, etc. but found that while these worked, their corresponding sound would not, the same happens if you add a h2h or melee attack.
...Simply, edit campaign data stored in campaign.txt file... You don't have to start a new campaign, because this data is not stored in file with saved game state.
Currently the only solution I have is to have empty starting map that instantly sends you to the next map.
Is this using the default campaign bos file or with a new one? There's a bug where if you create a new campaign file from scratch then anything on the ground and any recruit (in the first mission) will be duplicated the first time you return to the starting map. This was got around by editing the default cam file and importing any new image, missions and encounters etc. Perhaps related?jarekfall said:When I was working on this patch I also discovered that when you start the first campaign mission and leave it with "END MISSION WORLD MAP" or "GOTO MISSION" actions the game doesn't save any item put on the ground. But when you will return and put something on the ground and leave the map for the next time then is saves all items on the ground. Currently the only solution I have is to have empty starting map that instantly sends you to the next map.
Random encounters can be turned on or off via triggers just the special encounters would need to be removed from the cam file. I think the random encounter rate in the default cam file is probably corrupted, (something made worse when modders import new encounters over the default list) I remember changing the position of a location and then needing to change the position of the encounters around it which had the effect of reducing the encounter rate considerably.TwoEyedYum said:I'm not quite sure about it. Amongst others there are "Reavers" encounters. After some event (completing "Newton" mission), you will not found "reaver" encounters anymore. Where this state is saved, if not in save game?
Random encounter appearance is controlled via triggers. If a game trigger that enables random encounters won't find random encounter definition in the bos.cam file it simply won't do anything.TwoEyedYum said:I'm not quite sure about it. Amongst others there are "Reavers" encounters. After some event (completing "Newton" mission), you will not found "reaver" encounters anymore. Where this state is saved, if not in save game?
Yes, I created a new campaign file. I've checked your information. I replaced original mission01.mis with my own mission file and started original campaign and my mission worked correctly. That's true, original campaign file stores additional information and when we use original campaign file this bug is not present.requiem_for_a_starfury said:Is this using the default campaign bos file or with a new one?
Random encounters can be turned on or off via triggers just the special encounters would need to be removed from the cam file. I think the random encounter rate in the default cam file is probably corrupted, (something made worse when modders import new encounters over the default list) I remember changing the position of a location and then needing to change the position of the encounters around it which had the effect of reducing the encounter rate considerably.
Well, another (not best) solution is non-combat starting mission, which is hidden on world map. You'll have no reason (and chance) to return here, so... On other side, it can be placed near first bunker, or you can send hero right to the bunker with mentioned trigger.
jarekfall said:Here are some new fantastic possibilities that this field gives:
1. Each trigger can be executed at different time intervals.
2. A trigger can be set to execute only once per campaign start by setting the value of this field to large value such 1314000.0 which is exactly a 1 year interval of real time. Later I could add a trigger which would reset the field storing the absolute time in specified trigger on each mission start, so time interval field could be used to execute a trigger only once per mission start.
Campaign data, when it is saved in file with extension "sav" stores mainly global data common to all maps and related to campaign, such as the data of player's team (data of actor entities), probably current absolute virtual campaign time, but no map or trigger data. requiem_for_a_starfury gave you a good advice. I think that map data saved in file containing game state can be edited in level editor but I didn't test it and I think that level editor or trigger editor won't give you the access to all data stored in map data, for example to the data of trigger actions which are in "started" state.Vault Maker said:I had a thought about one more area that might be useful...
Exactly.Corpse said:This is awesome, so I guess this means we can make triggers that run schedules for certain NPCs in towns.
If you would set one definition of special encounter in campaign data, that points to mission file which does not exist then the game does not crash but a window with a message shows up and the game moves you to the game's main menu so you won't be able to save the game state. I could use this information to create a patch and bypass the code that generates this bug.Corpse said:BTW, is there any way to fix the special encounter related world map crashes? Or alternatively, can they be disabled once they have all been visited?