Radiation!

Continuum said:
Food system? :o Interesting...

Indeed, very interesting.

But i am definately not an experienced scripter. Anyone care to step up to the challenge and help figure it out?

I would be most interested in re-tooling it for water, but from the thread Glovzs pointed out, food could be fun if you get in the form of meals in towns....
 
Would be really cool to implement some kind of food system into Fallout.

Did you played The Fall - Last Days of Gaia? If not, there was a few quite cool ideas with food/water:

- you could hunt animals,
- you could eat them (knife was required to take the meat from the body),
- you could cook the meat (high survival skill + some items required?). Such meat was restoring much more Hit Points,
- finding water (better chances with higher survival skill),
- you could take a pelt and claws (high survival skill) almost from all animals present in the game and next sell them or combine with other items and make a necklet.

And maybe some more things, but I don't remember them ATM and I'm too lazy to insert CD and check the scripts...
 
As far as I can remember, Lich worked on the food system a long time ago. Don't know if he finished it.
 
As far as I can remember, Lich worked on the food system a long time ago. Don't know if he finished it.

The food system is alreeady built into the script for player. It's commented out from what I remember. It would be dead easy to implement the code again. Checking that there's enough places in the wasteland to get food and water would be the key thing.
 
Yes, saw this too. But didn't know that it is already working.

How does it work with traveling on the worldmap and so on?
 
Chris Parks said:
As far as I can remember, Lich worked on the food system a long time ago. Don't know if he finished it.

The food system is alreeady built into the script for player. It's commented out from what I remember. It would be dead easy to implement the code again. Checking that there's enough places in the wasteland to get food and water would be the key thing.

Hey Chris -- good to see you around here again. Would you be interested in helping me figure out those food-related scripts, and re-implementing them? I can handle all the distributing of food items and attaching scripts to them if you can help me write the .ssl's. I'm a noob at scripting you see. Also i could use a little help creating those radiation scripts that can be attached to a map (not sure how to do that) aswell as a few spatial rad scripts. Whaddya think?

Also, in regards to food, here are the ways i think it could work:

a) i think it would be awesome to be able to get a 'meat' item from dead animals such as geckos. It would work just like skinning, except maybe a certain outdoorsman skill would cause the meat item to appear in the dead animals corpse
b) then the player could use the meat item on a burning barrel or campire to change it to a 'cooked meat' item which is like meat jerky.
c) the player can eat all the existing food items in the game like TV dinners and fruit - and get rads.
d) the player can buy meals in most towns in the normal way such as Ma in the Den.

Whaddya think?
 
Maybe we could use Outdoorsman skill check: higher - then you could take much more meat (because you know how to cut animals properly :P ). And instead of keeping tons of weapons/ammo in the car's trunk you could have a lot of meat from two killed brahmins - enough to survive two weeks in the Wastelands.

Food system could make game much more challenging 8-)

And maybe in drastic cases (when you can't find any food) we could allow cannibalism :lol:

---------------------------------EDIT

Come here Sulik, you're looking so delicious :lol: :mrgreen: :P
 
Continuum said:
Maybe we could use Outdoorsman skill check: higher - then you could take much more meat (because you know how to cut animals properly :P ). And instead of keeping tons of weapons/ammo in the car's trunk you could have a lot of meat from two killed brahmins - enough to survive two weeks in the Wastelands.

Food system could make game much more challenging 8-)

And maybe in drastic cases (when you can't find any food) we could allow cannibalism :lol:

---------------------------------EDIT

Come here Sulik, you're looking so delicious :lol: :mrgreen: :P

Yeah, some great ideas there.

Come on you scripting experts .... please help! :mrgreen:
 
I love the idea of having to care for food and water. Lack of it alienates me from the idea that life after the bombs is hard.
 
Josan12 said:
Come on you scripting experts .... please help! :mrgreen:

I promise I'll help. My time here is growing short (which means things are extremely busy as we prepare to leave, and is the reason why my latest update is not out yet). But these ideas (radiation and food system) are definitely worth taking up. I have no real idea how the food system has started to be implemented, however, I have some ideas of how to implement the changes to radiation and irradiation of party members.
 
MIB88 said:
Josan12 said:
Come on you scripting experts .... please help! :mrgreen:

I promise I'll help. My time here is growing short (which means things are extremely busy as we prepare to leave, and is the reason why my latest update is not out yet). But these ideas (radiation and food system) are definitely worth taking up. I have no real idea how the food system has started to be implemented, however, I have some ideas of how to implement the changes to radiation and irradiation of party members.

Thanks MIB.

Ok, so i've looked through various radiation scripts and am slowly, painfully beginning to understand the basics of how they work. But i'm still gonna need help:

1) I can't find any radiation scripts attached to an object. To my knowledge, in fact, there aren't any. Does anyone know better?

So i need a scripter to help me write a script that i can attach to glowing ones, toxic barrels etc (see list in this thread) that will give rads to our hero - dude_obj when he moves within x number of hexes. I have no idea where to start.

2) I found this when looking through the toxic waste dump map script, under the enter_map procedure:

Code:
   display_mstr(100);
   if (not(is_loading_game)) then
       radiation_inc(dude_obj, 100);
end

procedure map_update_p_proc begin
   Lighting;

   radiation_inc(dude_obj,15);
end

Is this a correct script to attach to any map i want to rad the player upon entering? What has lighting got to do with it?
:?

3) I'll also need help with a spatial script, though i imagine it would work in a similar way to the map script except use the spatial procdure.

So c'mon guys, please help me out!
 
I'll do what I can to assist, though I am very busy at university.

Josan12,

Give me a PM with any questions you might have. I don't check here as often as I used to. PM's are probably the best way of getting to me.
 
Ok, gonna need to ask for a little help here:

I'm having great difficulties with the basics of script compiling (yeah, i know - struggling to get off the ground here)

I've managed to set up both FSE and the Watcom Pre-compiler to compile my scripts successfully. When i compile from an .ssl, there's no problems. It compiles without error.

Now, my problem arises when i decompile one of Killaps RP 1.2 .int scripts. Both FSE and the Watcom compiler give me the 'undefined symbol' error. FSE highlights the problem line and tells me it's in the headers (which are included as i decompiled a .int) It ususally points to the op_party_members_pid xxxxxxxx line at the beginning of the script in the headers section.

I'm a complete noob at scripting, so can anyone help me translate what this problem is, and how to fix it??
Is there something special i need to do when re-compiling scripts decompiled from an .int file (presumably to do with the headers)?
 
hey about the food system, helios was working on this very sucefull bevore the thing with alreay and the engine buttons hapeeen. :cry:
 
I already had this idea about half a year ago, but then I decided to mod the weapons in the game instead. Here's what I remember:

Fallout's scripting language is a C++-ish mess, unlike the language in Fallout 3, which I concider to be a different game entirely. It's really hard. I'd guess the "Lighting" bit in the code snippet you posted is a procedure, or function, that is located elsewhere. I doubt it has anything to do with the radiation.

I also remember that I managed to get the goo in Arroyo and Toxic Caves to radiate you quite a bit by just copypasting the "increment radiation" line from the code snippet you posted into the part of the goo scripts that damages and mutates you, but I didn't touch the map scripts themselves because I didn't have the source scripts from Killap's mod.

I think the food system was commented out because the engine didn't allow scripts to run in the worldmap. But it does now that we have sfall, so perhaps some really clever guy could reimplement it.

A real easy way to include some more radiation would be to let food replenish HP but also radiate you. Fruit already does this, so why not Iguanas and Nuka-Cola?

@Josan: Decompiling an .int is useless, as the variable names in the script are forever lost when you compile an .ssl. Think of it as squeezing an orange to get the juice and then trying to make a glass of orange juice into an orange again, with peel and everything. You need to get hold of Killap's source .ssls, which was where my radiation mod crashed. He did send me the .ssl for Smitty in the Den when I asked him nicely, so I would try doing that.
 
Magnus said:
I also remember that I managed to get the goo in Arroyo and Toxic Caves to radiate you quite a bit by just copypasting the "increment radiation" line from the code snippet you posted into the part of the goo scripts that damages and mutates you, but I didn't touch the map scripts themselves because I didn't have the source scripts from Killap's mod.

Yeah, i figured that out. Thanks for pointing it out, tho.

Magnus said:
I think the food system was commented out because the engine didn't allow scripts to run in the worldmap. But it does now that we have sfall, so perhaps some really clever guy could reimplement it.

Right on. Apparently Team X have already implemented it into the 'Global mod' But there appears to be 0 cooperation between modders here and the Team X dudes so i doubt it'll ever get implemented into an English mod. I certainly don't have the scripting experience (as you can probably tell :))

Magnus said:
A real easy way to include some more radiation would be to let food replenish HP but also radiate you. Fruit already does this, so why not Iguanas and Nuka-Cola?

Not a bad idea. I'll add it to the list.

Magnus said:
@Josan: Decompiling an .int is useless, as the variable names in the script are forever lost when you compile an .ssl. Think of it as squeezing an orange to get the juice and then trying to make a glass of orange juice into an orange again, with peel and everything. You need to get hold of Killap's source .ssls, which was where my radiation mod crashed. He did send me the .ssl for Smitty in the Den when I asked him nicely, so I would try doing that.

Thanks for the info, Magnus. I only wish someone had told me this earlier. I'll try to get hold of Killap's .ssl's.

Say: are you back at NMA for a while? if so, i could really use someone helpful like you to work with on this. Whaddya think?
 
I'm bringing this thread back to life as i've implemented many of my proposals earlier in this in my current RP 2.0 game.

1) In the map_update proc i have added a simple

Code:
 radiation_inc(dude_obj,3 );

check that gives the player tiny doses of radiation at regular intervals. It works a treat and really makes places like gecko and toxic caves seem that bit more menacing and dangerous. Plus, it makes the Rad-away you get there have a purpose other than yet more trading loot. :D
But i want the rad-x (and rad-resistance in general) to have a purpose, so can someone modify the line above to take it into account? I presume it's something like:

Code:
 radiation_inc(dude_obj, 3- (dude_radiation_resistance /10));

???

2) I've multiplied all instances of poison by a factor of 10. It works nicely (IMO) by making poison last significantly longer, and therefore more of a threat to the player, not by killing them outright, but by stopping healing and causing a slow loss of HP. Any thoughts on this?

Hopefully i will eventually be able to make this a small stand-alone mod (RP compatiable of course)
 
Great idea Josan12! I've always felt that radiation was sorely lacking in Fallout's post apocalyptic world.
 
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