Misc. Fo1 quandaries

Lord 342 said:
As far as I remember, in Fallout, flamethrower "burning man fire dance" deaths result in the corpse more-or-less disappearing, not leaving the fully formed but charred corpses that we know from Fallout 2.

A while ago I matched all of the animation script calls to their FRM names for the hero jumpsuit models.
This includes all of the death animations. They are in here.

The ANIM_fire_dance is followed by the ANIM_burned_to_nothing I think. Both are needed to complete that death sequence. Or it might be ANIM_charred_body.
 
Did a little testing in Fo1:

* Children never do the dance. Tested with high damage, low damage, Bloody Mess, no Bloody Mess, etc.

* Midgets do the fall over with blood thing.

* Women do the fire dance.
 
Per said:
Did a little testing in Fo1:

* Children never do the dance.

Yet they do ... sometimes ... in the mapper, which I think is the same as FO2 ... or at least I hope so!

You're a child toaster! :twisted:
 
dude_obj said:
You're a child toaster! :twisted:

Repeat offender, too, but in parallel universes. I don't think you can quite realize your potential as a human being without a Flamer and a few kittens. :silly:
 
Per said:
I don't think you can quite realize your potential as a human being without a Flamer and a few kittens. :silly:

We better get wild_qwerty working on kitten FRMs.
 
dude_obj said:
We better get wild_qwerty working on kitten FRMs.

They better have all the special deaths, too - ripped in two, shot into pieces, shotgun jig, electrocution...

I tried the chess thing some more and had no luck. Dude_obj, could you make a script that performed a few thousand IN checks and reported back if one or more of them was a critical success?
 
Per said:
Dude_obj, could you make a script that performed a few thousand IN checks and reported back if one or more of them was a critical success?

The critter_p_proc is a heartbeat routine that gets hit several times a second. So I put this in there:

Check:=do_check(dude_obj,STAT_iq,0);
if (is_success(Check)) then begin
if (is_critical(Check)) then begin
display_msg(mstr(200));
end
end

It ran many more that a few thousand checks.
Many many many passes. NO criticals.
And I boosted the iq up all the way.

Do you know what script this chess thing is in?
 
dude_obj said:
It ran many more that a few thousand checks.
Many many many passes. NO criticals.

So everyone could be on mushrooms. Things like LK and crit chance might theoretically be involved, but you'd think there would be at least one puny critical in several thousand goes even with average stats if they were possible at all.

dude_obj said:
Do you know what script this chess thing is in?

Edit: Zax.int, node 12. And it does the exact same thing you did above.
 
Code:
      Check:=do_check(dude_obj,STAT_iq,0);
      if (is_success(Check)) then begin
         if (is_critical(Check)) then begin
            display_msg(mstr(200));
         end
      end

Strange game. The only winning move is not to play.
 
Per said:
Zax.int, nodes 11-12 I think.

The code is identical to the code I ran as a test.
On success, zax should display
{It would seem that you have defeated me. Extraordinary.}

But I suggest it must be a very rare occurance because I can't get that critical result running the test many times with IN 10 and LK 10.
 
Nice timing, I added the same thing to my previous post. It would seem that we've settled this for the time being at least. Of those other unresolved mystaries I think perhaps Billy's quest is the one that could be solved: do you think you could take a look at Dan.int and Billy.int and check their timed routines? From what I can tell they should trigger if you enter the map between 6 and 7 am, and then Dan should eventually go over to the pens, but he never does.
 
Per said:
do you think you could take a look at Dan.int and Billy.int and check their timed routines? From what I can tell they should trigger if you enter the map between 6 and 7 am, and then Dan should eventually go over to the pens, but he never does.

First, the hour check is bizarre ... its says ...
if (between 6am and 7am) OR if (between 7am and 5pm) ...
which is the same as if (between 6am and 5pm)

And this doesn't make much sense it says:
if sleeping move to tile 12871

Then the timer, based on fixed param values, calls these routines that send to other places:

SendToStart tile 15522
SendToStreet tile 15295
SendToCattle1 tile 12871
SendToCattle2 tile 12871

So why is the sleeping the same as cattle1 and cattle2?
Or does dan sleep in the pens? LOL
No SendtoSleep routine tile 14932, but then the timer again checks if sleeping and if so send to 12871, which is supposedly the same as the cattle pens.

Something seems wrong about these tiles locations.

EDIT: Per, do you know how to open FO1 maps in the mapper? We could check those tile locations, but the mapper complains about not finding text fonts.

EDIT: I found a way to open the FO1 maps in the mapper. I made a directory FalloutTest, and copied all of the FO2 source to it. Then I deleted the maps, and copied the FO1 maps in. Then I set the mapper2.cfg up like this:

master_dat=F:\FalloutTest\master.dat
master_patches=F:\Fallout1\master.dat
critter_dat=F:\FalloutTest\critter.dat
critter_patches=F:\Fallout1\critter.dat

And now I'm opening FO1 maps. Do you know where in the hub these billy and dan characters are? Sorry it has been a long time since I played FO1.
 
Billy is the kind by the Bhramin pets. look at the street, theyre on one side just inside the fence. Dan is just across the street in his house, with his wife IIRC.
 
Okay I'm in the map .... I wanted to check that tile 12871 where the pens are supposed to be ... it is here.

The timer events are very complicated in dan.int, so I wouldn't be surprised if there were bugs. It would take quite a while to debug this script, and I'm not up to it right now, maybe later.
 
When I want to open Fo1 maps with the mapper I just toss them in Fallout2/data/data/maps, possibly minus one data.

I went through Dan's script before and it seemed to me that all his timed events should happen in sequence, each of them triggering another. Even if some of the tiles are off, he should get moving at some point, only he never does. In fact I'd be convinced he never moves if I hadn't seen that Billy does, and he's got the exact same trigger(s). I wrote in an earlier thread:

In an earlier thread the one who likes to quote himself said:
It's possible this was removed in the UK version because they didn't want Dan yelling at thin air, or perhaps it doesn't work in either version. As I said I'll have to look into it later, and may have to ask someone to send me the US version of Dan's script to see if it's any different.

Although I somehow doubt they really are different.
 
This would be cool to get fixed.

And to clarify......

I was wrong earlier when I said I rememebrd Dan moving. I think I just remember one being able to talk to his kid, then talking to him about his kid.


Not sure exactly what I did, as it was years sgo.
 
I still prefer plasma weapons.

Nothing violates common decency like melting someone into a puddle of goo, then drinking them. Im all for that.
 
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