Mutant Freak and Brain Stem critters

Discussion in 'Fallout Tactics Modding' started by SniperPotato, Dec 14, 2008.

  1. SniperPotato

    SniperPotato First time out of the vault

    65
    Nov 15, 2008
    With a sprite editor I have found that there are animations for the mutant freak and brain stem critters. The mutant freak can attack with a punch, idles, and has a death animation. The brain stem can move, die, tailwhip, and idle. However, the problem is that when entities are created out of them they can't do anything. The brain stems I placed tried to move but they just stayed in one place replaying their movement animations over and over.

    Can someone possibly fix these?

    Picture related, it's the brain stem entities.
     
  2. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Where are the anims at?
     
  3. ryuga

    ryuga First time out of the vault

    62
    Nov 29, 2008
    \core\sprites\critters\MutantDog.spr
    \core\sprites\critters\Brain.spr
     
  4. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Duh, I'll try and take a look at them.
     
  5. SniperPotato

    SniperPotato First time out of the vault

    65
    Nov 15, 2008
    \core\sprites\critters\MutantFreak.spr or Mutant_Freak.spr

    MutantDog.spr is the standard FOT dog.
     
  6. ryuga

    ryuga First time out of the vault

    62
    Nov 29, 2008
    I extracted both spr-critter_0.bos and spr-critter_ABCDE.bos, and didn't find MutantFreak.spr or Mutant_Freak.spr.
     
  7. SniperPotato

    SniperPotato First time out of the vault

    65
    Nov 15, 2008
    My fault, it is in core\sprites\characters\MutantFreak.spr
     
  8. ryuga

    ryuga First time out of the vault

    62
    Nov 29, 2008
  9. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Could it be that the brain animations don't work because the animation sequences don't follow the same naming format as the other critters? Likewise the Mutant Freak, though there is a working version of the freak in sprites\items\mission specific\Mission10\Super Mutant Test Subject.spr

    Actually the problem with the Awaken boss was they had given it negative action points, that's why it caused the level to crash in TB.
     
  10. jarekfall

    jarekfall It Wandered In From the Wastes
    Modder

    156
    Dec 27, 2007
    In order to move Brain you will have to set for each "StandWalk" sequence frame a value indicating the size of the Brain's move in the field named "Step Size" for example to 0.5. I've named this option the same as it is named in the Microfote's sprite editor, look at the screenshot of this editor which is somewhere on NMA. When the game checks for a particular sequence name and doesn't find it is uses the default sequence named "default". So you should also add sequences with names "Stand", "StandRun", and what you want else for the Brain to do. I have added to Sprite Creator all known sequence names (these names can be of any type, but this require modification of the entity file in the BoSEE), you can choose them from the ComboBox. If some sequence name is already in the sequences list it won't be displayed in the ComboBox.

    The game contains many unfinished and also several bugged sprites because of the creators carelessness. They can be fixed and finished with Sprite Creator.

    If you want to learn more about sprites just edit several of working sprites and analyze their sequence names and their frames, you should figure them out quickly. If you need more help, just ask.