New Animation Codes ... Not :(

No I have made a two shot burst attack for the rocket luancher, next I will make the giant shotgun rocket attack

*EDIT*
Pistol - Three Shot Burst
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Pistol - Toxic Waste Sprayer/Toxic Gas Gun
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SMG - Hand Flamer
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Rifle - Auto Crossbow
crossbow6gr.gif
crossbow12to.gif
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Minigun - Single Shot
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Minigun - Riot Gun - This will use the FOT Gauss gun projectile
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Rocket Luancher - Two shot Burst
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Psychosniper is kindly voluteering to help make some giant shotgun/blunderbus projectiles as well
 
Heh, theres a good chance hell be passing the shotgun rocket unto me or at least be using my idea for it.


See sig for details :p




EDIT



Ok, heres one from me.


steamer.gif


poison gas pistol: A crude pressure tank containing a substance of choosing fashioned in pistol form. Should be great for spraying poison over a short distance.



Is there a way to script it so certain armors are immune to certain ammo/weapoin PIDs ?

if so, power armor/enviro armor would be immune to this.
 
PsychoSniper said:
Is there a way to script it so certain armors are immune to certain ammo/weapoin PIDs ?

if so, power armor/enviro armor would be immune to this.

I think there is ... Set weapon damage to zero, then critter script does:
In combat_p_proc, on successful hit:
- Check what weapon self_obj is wielding
- Check what armor target_obj is wearing
- Apply damage with critter_damage rather than letting the weapon do it.

And I tested using a drug as effect of the weapon, that works but requires calling a timed event on target_obj to avoid game crashing.
 
Hmmm, sounds like it could work then. Cool.

Maybe it can have a verriety of ammos that do differnt thigns.

Poisn, do dammage over several turns.

Teargas, limit AP by 1.

Nerve gas, damages everything within x distance over time, and does critical damage to target that was targeted. This would include the player, party members, and freindlies. Minus those in power/enviro armor.
 
yea, buts its a fairly combersome way of doing it, so you wouldnt want too many weapons that used this method
 
True. But what other weapons would use it ?


I cant wait til this is working.


You enter combat.


You
steamer.gif


A few turns later, the poisn damage from the nerve gas does a critical.


Cue plasma melt death.
 
PsychoSniper said:
Maybe it can have a verriety of ammos that do differnt thigns.

I haven't found a way to determine what ammo is loaded in a weapon . There is a comman that returns proto info including stuff like weapon name and range, but I wasn't able to get the ammo type. And its tricky because the loaded ammo is stored in an instance of the object, the proto only specifies caliber plus a default type (not necessarily what is actually loaded).

PsychoSniper said:
Poisn, do dammage over several turns.

A series of timer events could probably do this.

PsychoSniper said:
damages everything within x distance over time, and does critical damage to target that was targeted. This would include the player, party members, and freindlies. Minus those in power/enviro armor.

Hee hee this would be tricky code but may be doable. We know target_obj and can get the tile location of target_obj. There are commands to determine the tile distance between objects. But finding all the critters around the target would be difficult without the use of arrays, which we don't have in scripting.
 
What do you think of the crossbow aniamtion I am working on dude_obj

I have only done the one orientation so far, but its starting to look okay.
 
Hmmm, maybe just make a burst weapon.

Make the burst come very large.

Is it possible to make a burst weapon that basicly hits everything ? some sort of chance to hit on burst ratio ?

Anyway, anything hit gets poison damage if not in powerd/enviro armor.

Power armor w/o the helmet takes damage too though.
 
Wild_qwerty said:
What do you think of the crossbow aniamtion I am working on dude_obj

I have only done the one orientation so far, but its starting to look okay.

The crossbow looks cool, but can the bow part be a bit wider so its more obviously a crossbow? Check this out the body looks almost like a rifle.

BTW regarding projectiles .... for the speargun I tried using the dart from FoT, and it looked too small, so I tried using the spear, and it looked too big. So I ended up using a flying knife animation. I wonder if we can make an arrow/bolt animation that is bigger than the dart but smaller than the spear. The knife looks okay but it has a handle which isn't quite right.

BTW I have a question for you ... if I wanted to try drawing on some of the existing FRMs, how do I do that? What do I need photoshop and a drawing tool? A drawing tool that can import the fallout color palette? What did you use to draw the bow?
 
Read my sig. It has to do with what me and Qwert were discussign when doing these.


Itll also answer your question.

Also, look at my prior post.
 
Yea, I just use Frame aniamter and save the BMPs out of it and then edit them with MS Paint. Actaully moer advanced programs like Photoshop are a bit crappy for this sort of work. MSPaint has a good copy and past function and a good enough zoom for pixel editing

*EDIT*
How much bigg does the arrow need to be compaired to the dart? x2 or x3 the length? I coudl make this up easily enough
 
Wild_qwerty said:
Yea, I just use Frame animater and save the BMPs out of it and then edit them with MS Paint.

What about the fallout color palette. Does MS paint automatically get that palette this way (opening a bitmap saved by frame animator)?

Wild_qwerty said:
How much bigg does the arrow need to be compaired to the dart? x2 or x3 the length? I coudl make this up easily enough

About this size in comparison to the other projectiles shown.

Projectiles.jpg


Hmm the knife actually looks smaller than the dart, but I could hardly see the dart flying.
 
1) Frame Aniamator is a pretty nice piece of software, you dont need to worry about the palette 99% of the time :) It saves it so that you can view it and it loads the correct palette automaticaly :)

2) Does the crossbow bolt need to be rounder (thicker) as well or jsut longer?
 
Wild_qwerty said:
1) Frame Aniamator is a pretty nice piece of software, you dont need to worry about the palette 99% of the time :) It saves it so that you can view it and it loads the correct palette automaticaly :)

Cool. Okay a related question. I made an image for .303 caliber bullets. I cropped the 303 bullet out the image that corpse posted. First I tried BMP2FRM but it complained about there not being an inf file. Then I tried saving it as gif and using gif2frm but the frm has artifacts like this:

newfrm.jpg


So what do I have to do to fix this problem?

Wild_qwerty said:
Does the crossbow bolt need to be rounder (thicker) as well or jsut longer?

Yeah I think the bolt should be a bit fatter, and it should be just a cylinder (no ridges, bumps, whatever you want to call them).
 
How does the game determine which weapon effect to apply with regards to JHP/AP type ammo ?


Maybe have a "Gas canister" ammo, with subtypes for hte various types ?

Would that make it doable ?
 
PsychoSniper said:
How does the game determine which weapon effect to apply with regards to JHP/AP type ammo ?

Well the game engine can obviously look at an instance of a weapon object and know what ammo is loaded ... what I'm saying is that I haven't found a way to do that myself in a script.

PsychoSniper said:
Maybe have a "Gas canister" ammo, with subtypes for hte various types ?

Unless I can figure out how to determine LOADED ammo for a weapon object, I don't see a way to make different ammo types. Basically I don't have a command that returns the ammo that's in a gun. I thought that maybe the proto_data script command would do this, but these are the only listed data members:

/* Item data_members */
#define it_pid (0)
#define it_name (1)
#define it_description (2)
#define it_fid (3)
#define it_light_distance (4)
#define it_light_intensity (5)
#define it_flags (6)
#define it_flags_ext (7)
#define it_sid (8)
#define it_type (9)
#define it_data (10)
#define it_material (11)
#define it_size (12)
#define it_weight (13)
#define it_cost (14)
#define it_inv_fid (15)
#define it_weapon_range (555)

Also, a prototype is only a blueprint for making an object, it is not the instance, and in this case, the instance is different than the prototype. The prototype specifies a caliber (10mm) and a default type (10mm JHP) but the object can load any 10mm ammo. So I think we're missing a command that I wish we had, one that can read object INSTANCE data ... the game engine can ... as far as I can tell scripts cannot :(
 
Qwerty: the anims look cool, but a single shot minigun?

I suppose for other weapons that use the minigun frm it would be cool but don't ever expect to see a minigun that fires single shots.

Psycho: WTF nerve gas sprayer?

Wouldn't that be rather suicidal? :lol:
 
READ the fucking thread Corpse ol buddy.


Theres mentionof it damaging you if ya dont wear protective clothing.........
 
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