Questions for a Map/FOT:R?

Discussion in 'Fallout Tactics Modding' started by VFSniper, Apr 21, 2008.

  1. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Green is here to stay, though you can still use colour pics. Just adjust the colours so when the green is applied they look normal.

    There's only two switch sprites robot or industrial, though you don't have to use a switch sprite for a switch entity.

    Yep they go in sounds/game but you don't need to use BoSEE. Unless you are using a lot of custom sounds you can just use some of the other sound types. For instance the RbtCompTerm doesn't have a default sound so you can name your sound file RbtCompTermDefault.wav and it'll work for a breakable but won't play for any switches that might be using that sound type.

    You can set sleeping actors to a low communication and aggression state, or try having them on different teams.
     
  2. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    I trying to rework the damage system for mod does any one know how Interplay determined the damage values for tactics? Is there some sort of mathematical formula or did they just eyeball it?
     
  3. SniperPotato

    SniperPotato First time out of the vault

    65
    Nov 15, 2008
    Each weapon fires a certain number of bullets, has a certain amount of damage the weapon does, then the armor resistances are factored in, any perks or traits that affect critical chance or bonus damage, and you end up with a mess. Enjoy.
     
  4. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    I think VF was talking about how MicroForte decided which damage values to assign which weapon and caliber. I would hazard a guess that they based it on the rpgs which in turn probably still used, or at least still based on, some of the GURPS mechanics.
     
  5. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    As usual Req is right on the money, but moving on I've got more questions.

    Is there a way to setup trader/barter tables, similar to the ones in FO1/FO2? I guess I could create a "table" actor with the barter dialog?

    Not really the place for this but has anyone tried to run Fallout: Tactics on a Windows 7 machine?
     
  6. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    Yeah, it's pretty easy, you just need to create a new entity with the race 'uniqueother' then in the image section choose whatever sprite you like. then place the new entity on your map. it will need it's own player index. you should set the AI to a team that is friendly toward the human player. then check 'can barter' and 'always friend'
     
  7. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Ok so I'm creating some new projectile sprites and I can't for the life of my remember how many directions they're suppose to have was it 8?
     
  8. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
  9. jarekfall

    jarekfall It Wandered In From the Wastes
    Modder

    156
    Dec 27, 2007
    Projectiles flame and rocket have 16 directions, "Projectile Invisi.spr" has 8 directions but is invisible. Other projectiles have 32 directions.
     
  10. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    With all this talk about FO3 level cap increases and so on... It just got me curious, what is the maximum level that characters can acheive in
    FO Tactics?
     
  11. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
  12. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008

    I'm still having trouble with the impactfx: here's the nuts & bolts

    I've got a default male BOS,

    Weapon type: Rifle (also tried SMG)
    Ammo Type 10x24mm (custom)
    Range: short
    Anim: single (also tried burst)
    ARC: Straight (also tried none)
    Projectile Sprite:sprites/impactfx/Projectile Invisi.spr (same m79)
    Impact FX: sprites/impactfx/Explosion BIG.spr (same m79)
    Light FX: LargeGrenade
    Impact Sound: grenadeExplode

    Still the impactfx and impact sounds don't work, if you have any ideas as to why it would be greatly appreciated.
     
  13. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Under the impact fx: explosion big did you tick the has projectile box?
     
  14. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    Yeah its checked still a no-go
     
  15. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    What damage radius are you using? If it's set to nought then you'll only get the impact fx and sound if you hit your target. If it's set to one or higher you'll get the impact fx if you miss (most of the time) or force fire at the ground. But you will only get the sound effects if an entity is caught in the range of the blast unless you are using explosive ammo.
     
  16. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    I'm back: Can the game clock be set to a new start time, and can campaign events be triggered by a specific time on the clock?
     
  17. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    You can force the start hour for any map of course. Though IIRC when you enter the map it doesn't start directly on the hour you've set but something like twenty minutes past or twenty minutes to.

    The only way I know of to script a specific time is to force the start hour and then work out your minutes for the timer.
     
  18. VFSniper

    VFSniper It Wandered In From the Wastes

    109
    Jan 27, 2008
    I'm getting ready to release a demo map and I'm wondering what exactly I need to do/include in the release.
     
  19. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Any custom work that you've used/edited tiles, sprites, entities .bos file etc. The speech text file linked to the map, and any custom sounds. Easiest thing is if you've been using a custom path to just create an archive of your custom folder and then delete anything you don't want to include in the demo. Make sure that the directory structure is preserved or that you include detailed instructions on where to place all the components.