problems with "aimed shoot" critter's picture

Ghoul [BB]

First time out of the vault
I added new critter to fallout:
art/critters.lst - registered new animation
text/english/game/combat.msg - added new aim-shoot description
proto/critters - new critter's pro.
sound/sfx - new sounds for this critter

Ewerything works fine, exept one thing - when i'm going to make aim shoot, the picture of this critter in the aimed-shoot window does not appear.
Yes, I have critter ***NA.FRM
No, I did not add a new kill type for this critter.

What's wrong? Probably i missed something important?
 
I'm guessing you have a problem in the critter list file.

Take an added critter in the RP like "mawasp,103,1" for example.

The first number points to where the *NA.FRM is located.
103 is just the row (text line) mawasp is on in the art\critters list. If the number are pointing to an animation which doesn't have a *NA.FRM file, it will came up blank. You only need one critter with a valid called shots image and then you can point similar critters to that one. Most humanoids will point to line 11 (hmjmps) for example.
The second number (the 1) is there to know if the critter has a running animation.

In case you have problems with the numbers in COMBAT.MSG, I believe they directly correspond to the line number (they call it art_num alias) given in the art\critters list.
So for the fruit fly it is 103, but as the numbers start with 100 and not 0 in combat.msg, it becomes 203. Then if you add one more digit after that (to tell what text is for what body part) you end up with 2030, 2031 etc.

Hope that helps.
 
Dammit! Holy shit! It WORKS! Thanks!
Before you replyed my thread, Darek , I thougt, this option is hardcoded in engine, because I tryed everything!

BTW, how to understand, has current critter "RUN" animation, or not?

And, at last, i found sounds for the critter, like *YA.ACM, *YB.ACM, *ZA.ACM, *ZQ.ACM, but no such animations. What is the purpose of these sounds? Are they unused?
 
Ghoul [BB];4027343 said:
BTW, how to understand, has current critter "RUN" animation, or not?
Not sure if this is what you are asking here... but if a critter has an *AT.FRM it can run, if not it can only walk.

Ghoul [BB];4027343 said:
And, at last, i found sounds for the critter, like *YA.ACM, *YB.ACM, *ZA.ACM, *ZQ.ACM, but no such animations. What is the purpose of these sounds? Are they unused?
I haven't really played around with the sfx and I don't know the naming convention. Maybe there are some Team X documentations on that somewhere?
 
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