New Fallout 2 animations (sniper, wakizashi, etc)

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


  • Total voters
    299
My opinion about them cigarettes: if I had to choose a brand that fits Fallout best it would be without a doubt Lucky Strikes. I know that using a real brand in Fallout would seem... a bit inappropriate for many fans (including myself), but in my opinion regardless of the new name of the brand, the pack design should base on Lucky Strikes.
 
Ok, i think it's gonna have to be either:

a) 'Morley's'

and on the item description is :'as your doctor, i reccomend Morleys for fresher breath and a winning smile'




b) 'Commies'

every time the player uses the item a message displays: 'you smoke another commie'




So which is it gonna be folks?

All the animations are done (Male only) Here's a sample - the METL ones:









hmmetlsm4su8.gif

hmmetlsm5ju1.gif


They actually run quite a bit slower in-game but i'm prolly gonna add a few extra frames in to slow it down - esp. at the 'inhale' as it's a little quick as someone pointed out. I'll also add an extra 'inhale' sequence aswell. I know the game can handle at least 70 frames in an animation (one orientation), but i am starting to wonder how many it can handle....

Thoughts and comments welcome.
 
If you'll go with the commies, I recommend making the cigs all red and putting the hammer&sickle logo on it or a commie-vault boy picture. The box could be white this way.
 
Josan, very nice animations :) I like them. I want ot ask you when we can get thme and how to implement them to the game?
And next question: do you give them a names? Names wich will be always the same if any modder use them. I hope you know what I mean.
 
Cubik2k said:
Josan, very nice animations :) I like them. I want ot ask you when we can get thme and how to implement them to the game?


Hopefully they'll be in the RP 1.4 or possibly 1.3 if Killap has time. MIB88 is also keen to put them in the MM. I'll also put the files up as a standalone mod. I'm also thinking of putting them in with a larger mod package called the SSRP mod - sleeping, smoking, radiation and poison mod.

How it works is simple: i've created a really basic use_item proc script that:

a) plays the animation if you have the lighter
b) plays the SFX
c) hopefully gives you the smoker perk after smoking x number of cigs.
d) hopefully runs out after x number of uses.

and attached it to the new item.

Cubik2k said:
And next question: do you give them a names? Names wich will be always the same if any modder use them. I hope you know what I mean.

Do you mean the FRM names? If so, the they use the unused AC code (jump - never implemented). So the above Metal armour animations are HMMETLAC. The game reads it no problem. Speaking of this - there are at least 20 unused non-combat animation codes should anyone else want to add animations ....

Also - for all the alchoholics out there i'm probably gonna tweak the animations and adapt them to make drinking animations, with a similar script attached to booze, beer, nuka-cola etc. But i need to experiment with this first.

Ravager69 said:
If you'll go with the commies, I recommend making the cigs all red and putting the hammer&sickle logo on it or a commie-vault boy picture. The box could be white this way.

I'll give this a try.
 
a) plays the animation if you have the lighter
b) plays the SFX
c) hopefully gives you the smoker perk after smoking x number of cigs.
d) hopefully runs out after x number of uses.

I liked the taste, so you will put some packages to different positions in the world map.

I think this should be included in R P 1.3 if just this can be added to the expansion it will worth to wait a while more.

Great idea and work though I am not a smoker (a former smoker) I ll satisfy myself a bit with the game hope I won't start smoking again because of it.

By the way I vote for commies instead of morley.
 
Btw, we can still see a bit of the weapon when he fetch the cigars from his pockets.
If it's supposed to look like the shadow, it doesn't look like it.
 
Demonslayer said:
Btw, we can still see a bit of the weapon when he fetch the cigars from his pockets.
If it's supposed to look like the shadow, it doesn't look like it.

Yes - there are definately some imperfections, in the shadow especially.
I'm afraid that's the inevitable result of making new animations in 2D that were create in 3D, and not having an unlimited amount of time to make them pixel perfect. I'm happy with the result.

So .... it looks like Commies is the prefered brand. Make sure you smoke every last one of them! :D
 
If I remember right, rules of NCR would not allow smoking, and maybe the could get angry if you smoke there. Also, if one is trying to go to Vault City with a day pass, maybe cigarettes would be contraband like alcohol and drugs.
 
I need to ask for some general scripting help for the cigs.

1) I've created the new cigarette item using Cubik's F2Wedit. The pro number is 532. No problem.
I also put the new PID number and name in the item.h file (not sure if i need to do that but i did it anyway)

When i try to reference the new PID (PID_CIGS or 532) in this part of my script:

Code:
      if (temp < 20) then begin 
           rm_obj_from_inven(self_obj, 532);
           destroy_object(532);
              end

the game crashes when it tries to call the new item PID.

Am i missing something? Is there some way you need to register a new PID i've missed?

2) Does anyone know what code to add to stop the idle animation interrupting the animation being played by the script?
script_overrides and reg_anim_clear don't seem to do the job

3) Can anyone think of a good way to give an item 10 uses? Unfortuanately, drugs are always single use so thats out.
 
@Josan
I have an idea but this will works for only ONE item in the game at once!

1) Make MISC item.
2) Attache your frm (i.e. pack of ciggarettes).
3) MISC item must to have enabled Action Flags (Use, Look, Pickup).
4) Put only one MISC item (pack of ciggarettes) on a map (i.e. artemple.map for tests).
5) Attache a special script to this item, save map.
6) Run the game and have fun :D

Here is some important code for the item's example script:

Code:
procedure use_p_proc begin  
  variable temp;
  
  script_overrides; 
  temp:=global_var(GVAR_PACK_OF_CIGGARETTES); // gvar is == 10 at start, could be changed in vault13.gam
  if temp>0 then begin
     temp:=temp-1;
     set_global_var(GVAR_PACK_OF_CIGGARETTES,temp);
     display_msg("You smoke a ciggarett.");     
     display_msg("This pack contains "+temp+" ciggarettes now.");      
   // put here other usual commands
  end
  else
  begin
    display_msg("This pack is empty and unusual.");
   // put here other usual commands
  end;  
end

I just tested this and works nice ;)
 
A word of caution. Too many items with scripts will lead to the "too many items" bug. If this can't be done any other way, may I suggest putting the code into the Obj_dude script instead?

Then it shouldn't be a problem having as many packs as you want at the same time. Just remove one pack after every ten or twenty cigarettes smoked.
 
Back
Top