GORIS SCRIPT fit the Non Helmet PA. Second Round!

Alright!! :clap: - we're almost there. Your script is awesome, but there's still a kink in it as I didn't make my intention clear originally:

1) the problem with the inventory was caused because I had set the PA proto to use NAPOWR, instead of the default HAPOWR it should be (and is in the vanilla game) My fault. So i changed it back and now the inventory problem is solved :yay:
(although the little spinning dude in the inventory screen always shows HAPOWR, but who cares about that)

2) I took out the part in your script about holstering. That whole thing with trying to get the dude to holster before changing art was a bad way i came up with to solve the graphics engine problem. But i don't want to do that as it forces the player to holster their weapon and that's bad. My new solution to the graphics engine problem is to use a different transition animation for each weapon type. So - that's all good - i changed that for myself, by commenting out the holstering stuff.

3) SO - the only remaining problem (i hope and pray) is that for me, the script as is doesn't play the transition animation during 'combat start' when i have a weapon equipped and doesn't change art FID. I understand most of the script - what is preventing this?
 
3) SO - the only remaining problem (i hope and pray) is that for me, the script as is doesn't play the transition animation during 'combat start' when i have a weapon equipped and doesn't change art FID. I understand most of the script - what is preventing this?

If dude is holding a weapon and starts combat I assumed he would already have the helmet on, so no need to run an animation and change the FID (it'd be the correct one already).

Code:
      if(combat_is_initialized)then begin
         if ((spec_ani != 1) and (wearing_PA)) then begin
            /***  Combat begin animation -- Put on Helmet (FID_HAPOWR)   ***/
            if(obj_art_fid(dude_obj) == FID_NAPOWR)then begin
               art_change_fid_num(dude_obj, FID_HAPOWR);
               call animate_dude;
            end
            spec_ani := 1;
            display_msg("combat start.");
         end
      end else ...

This code is run at the start of the combat once.

if (obj_art_fid(dude_obj) == FID_NAPOWR) then: this is the last condition that controls if dude changes the FID and runs the anim or not. It basically means: change dude's FID only when his/her current FID is the helmetless one (FID_NAPOWR). Remove the condition if you want to run it always (the previous conditions would still apply, of course).

Also, when you are out of combat and equip a weapon the script changes the FID from the helmetless dude to the vanilla power armor, to avoid crashes due to missing weapon frames.
 
pelicano said:
Also, when you are out of combat and equip a weapon the script changes the FID from the helmetless dude to the vanilla power armor, to avoid crashes due to missing weapon frames.

Ah - i see - and here's another time i've left out important information: I've made all that missing art. NAPOWR now has all the neccessary animations so the game won't crash. That's why i'm being so stubborn about this little mod even when i know jack-shit about scripting (and luckily i have you to help me :D)
Otherwise all those NAPOWR animations i made would be wasted (and they took ages to make)

SO - I need to change your script to make the dude ALWAYS use NAPOWR out of combat (even when wielding a weapon) and ALWAYS HAPOWR when in-combat (also with or without weapon)

Erm ... what do i change?? :oops:

EDIT: BTW - you probably guessed already, but here's the transition animation that's inspired all this trouble! :mrgreen:

pahelmetofffinaldude0.gif
 
Josan12 said:
I've made all that missing art. NAPOWR now has all the neccessary animations so the game won't crash.

Impressive.

Erm ... what do i change?? :oops:

:D

Change this:
Code:
      // ->Always running outside combat. Makes sure dude is not wearing the helmet (while in P.A. and no weapons held)
      if ((spec_ani == 0) and (obj_art_fid(dude_obj) != FID_NAPOWR) and (wearing_PA)) then begin
         if(not(is_armed(dude_obj)))then begin
            art_change_fid_num(dude_obj, FID_NAPOWR);
         end
      end

To this:
Code:
      // ->Always running outside combat. Makes sure dude is not wearing the helmet (while in P.A.)
      if ((spec_ani == 0) and (obj_art_fid(dude_obj) != FID_NAPOWR) and (wearing_PA)) then begin
         art_change_fid_num(dude_obj, FID_NAPOWR);
      end

That removes the "dude is armed" check. That should do it.
 
I hate to say it man, but that doesn't work for me. I already tried that and ... no change. Dude still doesn't run his magic hands or change to HAPOWR when i initialize combat with a weapon in hand .... :(

Any more ideas?
 
Sorry. My bad.

Remove/comment all (obj_art_fid(dude_obj) == FID_NAPOWR) conditions.

Should look like this:
Code:
				/***  Combat begin animation -- Put on Helmet (FID_HAPOWR)   ***/
				art_change_fid_num(dude_obj, FID_HAPOWR);
				call animate_dude;
				spec_ani := 1;
				display_msg("combat start.");

And this:
Code:
		// ->Always running outside combat. Makes sure dude is not wearing the helmet (while in P.A.)
		if ((spec_ani == 0) and (wearing_PA)) then begin
			art_change_fid_num(dude_obj, FID_NAPOWR);
		end

Try it out.
 
Alright folks, thanks to Pelicano's expert help in sfall scripting i'm now, finally able to release this mod. It's a simple mod really, that runs in a very similar way to Goris and his robe. It enables you to run around with your helmet off when wearing Power Armor, and when you go into combat, our chosen dude will put his helmet on ready to fight. Plus there's some SFX to go with it which i will work on a little for the next version.

pahelmetofffinaldude0.gif


Here it is:

FO2 PA HELMET MOD v1.0

http://www.mediafire.com/?zhnlzmwktkm

All files are where they need to be within the directory structure - so you can extract straight to your Fallout folder, or copy it if that doesn't work.

As always with FO graphics, it's imperfect. Some animations don't mesh exactly right but unfortunately most of these issues are unsolvable to due the antique graphics engine. Feedback appreciated as always.

And again, thanks to Pelicano who, without his help this mod would have been sketchy as hell/never happened. :clap:
 
There's still the occasional fo2 graphical glitch but otherwise a very good work. The sfx is a nice touch too.

Congratulations, Josan.
 
Heh, so I've installed it. Not sure if anyone else has tested yet, but I'm in the very beginning of the game, nowhere near Power Armor. When I enter combat, my character model changes to Power Armor, and stays that way until I take my armor off.
When I didn't have any armor, and it happened during random encounters, it changed once it was my turn, and stayed that way until I exited the map.

In addition, I've given myself a few sets of Power Armor for testing giggles. This doesn't happen for Sulik and I'd guess any other follower if they aren't wearing Power Armor. But if he is(perhaps also Cassidy), his unique model changes to the default PA look, accompanied with the sound of removing the helmet upon exiting combat, but with no model change, as with my character.
 
Great job guys.

I wanted to play helmetless for ages. Beautiful.


Now, I'm eagerly waiting for the Bald dude Mod. :ok:
 
GlowHound said:
Heh, so I've installed it. Not sure if anyone else has tested yet, but I'm in the very beginning of the game, nowhere near Power Armor. When I enter combat, my character model changes to Power Armor, and stays that way until I take my armor off.
When I didn't have any armor, and it happened during random encounters, it changed once it was my turn, and stayed that way until I exited the map.

It seems the script is missing a check there. You may want to look at that, Josan. Probably you removed the power armor check at the combat start by mistake.
 
Josan12 said:
McRae said:
Now, I'm eagerly waiting for the Bald dude Mod. :ok:

Me too! But don't hold your breath as only x'il is left standing on that project.... :(

Oh, I'm not worried. x'il doesn't seem to be the kind of guy who can quit a project just like that. Maybe he'll find some help on the way.

Even if it takes years, I'm sure he'll do it. Anyway, good luck with that insane FRM job.


*STANDING OVATION FOR X'IL, JOSAN AND ALL THEIR FRIENDS*
 
Is it possible to do this for APA? I suppose there aren't enough animations?

Any plans on making this mod compatable with the bald dude and black dude mods? Are there animations if the PC is a woman?
 
McRae said:
*STANDING OVATION FOR X'IL, JOSAN AND ALL THEIR FRIENDS*

Thankyou, thankyou. *bows* :mrgreen:
But where is x'il?!
Pixote may be taking up some critter editing also.

McRae said:
Is it possible to do this for APA? I suppose there aren't enough animations?

It is certainly possible. One of the main reasons i did this was because most of the helmetless PA is already done and unused in FO2 (its Cabot in FO1) I only had to make some of the weapon animations and the transition animation and the script. For APA a lot of animations would need to be made. Maybe one day....

McRae said:
Any plans on making this mod compatable with the bald dude and black dude mods? Are there animations if the PC is a woman?

Black dude - not me, though he would be easy to do as the 'caucasian' skin tones stand out well from the colors of the armor. Bald dude isn't done yet but could use Cassidy animations or keep his bald head protected under the blue hood. Female animations are androgenous from PA/ROBE onward anyway.
 
I’ll make a proposal to any critter lover out there…I will make the art and you (whoever wishes to) can compile it in the Frame Animator. Now that means I will do approximately 65% of the work, but if you’re not committed then forget it. Too many people jump in without understanding the effort that this type of project involves.

Critter Wish List

*Mr. Baldie – almost finished.
*Mr. Blackie – needs to be done again (he could be Black and Bald).
*Ms. Red Head – Hot female PC critter.
*Vault Children – new little squirts (boy and girl).
*Vault Tec’s – A combination of original critters in Vault uniforms.
*New Ghouls – A mixture of ghouls and human uniforms.
*New scavengers - A mixture of various humans.
*Full weapon Tribals – 60% finished.
*Full weapon Vaulters – Vault dudes with full weapon capabilities. Basically remove the 13.
*New Mutants – Blend the two current designs.

Can anyone think of what to add to the wish list? Please be realistic – whatever is built must be based on the current critter list. On a related note I’m considering making some master PS Fallout critter files…what does that mean – well image a PS file focused on one particular animation, with the 6 different angles, and now image that file has every critter of similar shape in that file - in order…you could mask various areas and combine different body parts and potentially create many new critter types, and because they sit exactly on top of each other you will always get a near prefect critter. And a big thanks to Xíl and Josan for making new critters even possible. :clap:
 
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