New Fallout 2 animations (sniper, wakizashi, etc)

Should the player use one or two hands when thrusting with the sword?


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dude you make a really amazing job, i love this crazy stufff .....for real.

Kepp that woundefull work!


@wild i think the sword(wakaazaki) is ready.
 
Wild_qwerty said:
Just out of interest what are the total list of new weapon animations that you are making and which ones are complete and ready for download?

Sniper and wakizashi are 100% finished (though i'm still polishing the offsets) and i'm assigning new SFX at the moment.

I'll post the new FRM sets here and on the art archive when the offsets are as good as i can get them.
 
Amesowe!

ahm for women its finished , too ?

and what you plan too do else?


Whats about the Powerfist and the ripper?
 
Mr.Wolna said:
ahm for women its finished , too ?

Josan12 said:
I recently realised doing the female animations would only mean doing Jacket, Leather, Metal and combat as the other armours work for both. I doubt i'll have them done for RP 1.3 but, time permitting, they'll get done.

Mr.Wolna said:
and what you plan too do else?

No more plans for new animations, though i'm open to suggestions. Right now i'm starting on the armoured talking heads, and finishing off and implementing the new animations on this thread.

Mr.Wolna said:
Whats about the Powerfist and the ripper?

Yeah, as usual that's a good idea, mr wolna! I have a few ideas for the powerfist, but may require another entirely new animation code, and as you know we only have 5/6! I will test it out soon and post here.
 
Aey, OK

whats about the standart(non armored) critter?


Edi: you can use mibs code(based on my ide) for new weapon animation, taht works like this

you put a weapon, on a hand and it works like it is an armor and change the skin, the same like the original wearing armor but with new weapon.
 
Mr.Wolna said:
Edi: you can use mibs code(based on my ide) for new weapon animation, taht works like this

you put a weapon, on a hand and it works like it is an armor and change the skin, the same like the original wearing armor but with new weapon.

Yes, we have already been working together. The idea is similar. However, Josan12's art is slightly more difficult to implement... but don't worry, I know how to make it work. I just need to find the time to do it (hopefully this Sunday).
 
thats really good to hear. I mean at the last years fallout grows up.

I mean new animations Killaps RP, your megaMod, theweather Mod, Npc Armor Mod... and lots of other thimnks like Mr.fixit and Jordans Mod! :shock:

I think thats really cool.

Edit @Mib88 I still think it's better to make for the weapons an wepon script and not put all to obj_dude! Or include new scripts into, like team X do with Mr.Fixit.
 
Mr.Wolna said:
Edit @Mib88 I still think it's better to make for the weapons an wepon script and not put all to obj_dude! Or include new scripts into, like team X do with Mr.Fixit.

I already have a plan. And the only way to make it work is to put the code into the obj_dude script and the party NPC scripts. It isn't difficult. It is a variation of the code I gave you, except that instead of meeting only one condition for the new art, you must meet 3 conditions. Also, the art folder is going to get a lot bigger. A lot of art will need to be duplicated (meaning recopied, but given a new name) in order for this plan to work. It really is easy, and it will work. The idea to put a script on the weapon itself though, is something I have looked into before. I don't think it's possible to do what we want to do that way.

And FYI: Mr. Fixit! does modify the obj_dude script, as well as add other files.
 
ok so also you MUST work with obj_dude? Ok, but do not write the code direct, into the script i mean for example.

In Mr.Fixit, is this like that:

procedure description_p_proc begin
call xxx

and the xxx is in the test0.ssl

and the test0.sll is is define in the obj_dude

For better overwise., you know?

Hope you understand my bad english -.-

edit: ahm which procedure in the ob:dude you will use?
 
You gotta get that idea of the Mr. Fixit! mod out of your head. Two totally separate ideas. I will make the changes directly to obj_dude.int, dcvic.int, kcsulik.int, etc.

The code will be put into the critter_p_proc procedure. If you can come up with another way to make his art work, I invite you to do so. I don't understand what your hangup (problem) is with modifying the obj_dude script...
 
ahm yo do not understand me, i mean you need one code for each new animation, right? so when you write it all to critter_p_proc procedure it will be and to much code. look what i mean.

your example:

Code:
procedure critter_p_proc begin
   if (global_var(GVAR_DUDE_START_SEQ_1) != 0) then begin
      if (game_time > global_var(GVAR_DUDE_START_SEQ_1) and not v13_status(FLG_GRUTHAR_DEAD) and cur_map_index != MAP_VAULT_13) then begin
         ON_VAULT13_SEQ;
         set_global_var(GVAR_DUDE_START_SEQ_1, 0);
      end else if
your codes for exm: 5 for 5 new animations.
   end
end

my example:

Code:
#include "newanimations.ssl"



procedure critter_p_proc begin
   if (global_var(GVAR_DUDE_START_SEQ_1) != 0) then begin
      if (game_time > global_var(GVAR_DUDE_START_SEQ_1) and not v13_status(FLG_GRUTHAR_DEAD) and cur_map_index != MAP_VAULT_13) then begin
         ON_VAULT13_SEQ;
         set_global_var(GVAR_DUDE_START_SEQ_1, 0);
      end else 
 script_overrides;
        call new_ani;
   end

and in the newanimations.ssl
Code:
procedure new_ani begin
the 5 codes for each animation.

i mean at the end when you for example have 15 codes ist is very UNÜBERSICHTLICH(sry i do not knowthis word in english, meaby someione can translate), so it better for futering obj_dude editing, to use my method.

at the end it worlks on the same prencip the only diffrenve, that you have an extra script for the new animations, hope know you understand what i mean.
 
Ah, ok, I understand you. However, it doesn't change anything really. Whether I add 20 lines of code to the obj_dude script, or reference another script with 20 lines from within obj_dude, the same amount of code needs to be written. It really isn't a big deal though. Adding the Mr. Fixit mod, for example, tripled (or quadrupled) the size of the original script. The code I will add really won't be that much, relatively speaking. Besides, like I said earlier, I know this method will work. I can make no guarantees about this other method.

As for making it easier to edit in the future, well, I can't answer that, as everyone has their own preferences. I prefer to have everything in that one script. However, when I am finished with the code, I'll send you a copy, and you can work it into a separate script if you like.

Also, I was just thinking, the only codes to copy into the party NPCs will be those in which they are wearing power armor.
 
ok i think this will be thr brest, so just send me a copy when you finish, now i have much better scriting skils, so is not a big deal to fit it to my imaginations...and finally i can make my Golden Eagle Mod finish :mrgreen: But thats an other story ;)
 
Ok, the new animations are finished.

1) WAKIZASHI (animation code Q): In the name of equal opportunities, female characters can now wield the new Wakizashi animations. So this means the Wakizashi has animations for all armours (except the jumpsuit (JMPS) which keeps the default knife (D) animations) for both male and female.

(links deleted. see next page)

2) SNIPER (animation code P): Unfortunately, i'm still discriminating against females with the sniper animations. I may get around to doing the female animations at some point. Also, there are no JMPS, ROBE and NPWR animations for the sniper. In these cases the default Rifle (J) animations are used instead. The sniper animations also now have burst (K) animations for the FN FAL.

(links deleted. see next page)

There are also a few new SFX:

a) the new sniper idle animation (a)
b) Wakizashi Draw (c) and holster (d)

But there's a load of other stuff you need to do to make SFX work so if you don't know how to do it just PM me or read the guides:

(links deleted. see next page)

With a little luck, they'll appear in Killap's RP 1.3 and the next version of the Megamod. Many thanks to Killap, Timeslip, Cubik and MIB88 for their technical help. As usual, anyone is welcome to use these animations but please give credit to me and BIS (as i'm editing someone elses work! :))
 
Josan12 said:
With a little luck, they'll appear in Killap's RP 1.3

Everytime I think about giving Killap's RP a try, more and more awesomely cool stuff are announced to it, and I find myself forever waiting the moment to finally play with it. :mrgreen:

Keep it up, Josan12, Jositz, Mr. Wolna, Killap and other crazy'n cool modders! You're all doing seriously amazing jobs!
 
This is showing for me when I try to download any file:

Code:
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