Some random ideas...

Wild_qwerty

Sonny, I Watched the Vault Bein' Built!
Okay lads, I'm going to share with you a few ideas I've had over time. I reckon a few you you clever scripters could make this happen.


1 - Player Deployable Turrets - PDTs
I think we could make turrets that can be deployed / set up by the player.

Of course once they are set up you couldn't move them (at least I dont think so)

1) Create a new inventory item for a 'PDT'
2) Script it so that when it is 'used' the inventory item will disapear and a Turret critter will spawn into the map in the hex in front of the player if it is clear (two critters cant be in the same hex at the same time)
3) If possible when you "talk" to the turret you give it a command to un-deploy, at which point the critter disapears and the item appears on the ground to be picked up again.

I'm not sure if the turret will keep it ammo/hitpoint count if it is deployed/undployed.



2 - Blast down doors and walls with a rocket
If think I know a way to make walls, doors, boxes etc... targetable so you can blow them up with a rocket luancher or explosives.

Its not really the right way to do something, but it think it will work, but I do stress it is only a work around, and I havent tested it out yet.

You could use this method for walls as well. I think it would be better suited to some walls, like the cracked walls for example.

1) Export the FRM for the door out of the master.dat
2) Edit the FRM so that you have a "clossed door", "breaking down door" and "broken or dead door"
3) Add these to the data/art/critters folder
4) Make up a proto for a new "door" monster
5) Set the proto to "cant move" and "leave body when dead" (sorry I cant remeber exactly what they are called). Also makes its damage resistance high for everything but 'explosives'

Basicaly we turn the wall/door/crate into a critter and then we kill it.


3 - Make a critter stand / duck / lay down
I know we couldnt really do this for any of the existing FRMs but for an NPC or some enemy critter that is using the FOT art we could probably script it to change the FRM the criter was using.

Remeber Goris? at the onset of combat he would remove his robe and go Deathclaw on the bad guys. Well the Robe was a completey different set of FRMs, it didnt even have the same base name. So it must be possible at the begining of combat (and maybe during) to have someone change their FRM set. So if I converted the prone critter set for a given model it could be scripted for the player to lay down for cover and attack.
The other option would be to make a shape shifting mutant, or maybe a group of invisable soilders cloak into view slowly. Maybe a Camoflaged pop-up turret suddenly slides into view out of the ground and the player find himself standing next to a set of dual miniguns at point blank...


4 - Boot Spikes
This one is actually pretty darn cool and make HtH attacks just that little bit better, its very low on the technology side of things as well and makes a HtH character a little more attractive.

Boot spikes! Think of the kicking equivilent of the brass knuckles! Of course we could probably dream up a high tech powered version for later levels (to match the powerfist and mega power fist). But it would be pretty cool to have a strap on boot knife/spikes to make kicking worth while later in the game.

Combine this with the punching equivilent and the HtH combat guy becomes a slightly more viable path.

I tested this a couple of years ago and it works sweet.



5 - Alternate death scenes
I know there must be a setting in the scripts for where the player is located (inside, outside etc...) as when you talk to a NPC the back ground of his talking head changes in realstion to you location. Perhaps we could just use this for the death scences.


Death in Wasteland ====> Original Death scene
Death in Caves ====> old skeleton being chwed by rats
Death in town/building ====> a body chukced into the corner of a room with other rubbish
Death in vault/prewar location ====> An old skeleton in a dimmly licoridor of a vault at the feet of a security bot.

Scripters, Do you think this is possible? There must be a setting the scripts can call to check what location you are in.



5 - Still 'Talking' heads
Most of you by now know of how big a problem making the new talking heads will be, well not so much a problem but rather how long it takes....
The long part is making the LIP files that syncronise the head movements to the voice.

Well the following option may be a quick work around:

1) just make 'garbage' LIP files that are totaly out of sync

2) Just have a couple of still shots for each NPC, so it wont talk as such but it will at least give an image of what the NPC looks like. We could probably combine this with a series of 'empty' ACM sound files so that we wouldnt need to even record a dialog, in short we could have a still image for every NPC in the game

I think no matter what you do, using option 2 for less important characters would be good, it would save a lot of time and allow you to include ten times the number of heads, as the only hard part would be rendering new face.
 
I have this idea, that Fallout should totally be, like, on a tropical island.
 
Wild_qwerty said:
Okay lads, I'm going to share with you a few ideas I've had over time. I reckon a few you you clever scripters could make this happen.

2 - Blast down doors and walls with a rocket
If think I know a way to make walls, doors, boxes etc... targetable so you can blow them up with a rocket luancher or explosives.....

Doors are already targetable...i remember in the klamath underground...the door to the fuel regulator, i could never pick it and always equipped the crowbar right there and tried knocking it down...never worked though. I can't remember if i have destroyed a door or not...i think i have but not entirely sure...i'll load up a game and post some screens if i can make it disappear.

I was able to blow it away with a rocket launcher...but no luck with vindicator, powerfist, supersledge or gauss rifle, screens to come
 
AFAIK:
1. Just some scripting work + the art of the turret.
2. Not acceptable. The engine allows to "aim" to portals only.
3. You`ll then need to change the GUI. Then AI. and a bunch of other things. Not acceptable.
4. Just a matter of proper item plus some artwork.
5. Digging the engine. Almost a dream.
5. (Still 'Talking' heads) You mean some kind of photos like in FOT? Really possible to archieve.
 
The 2 idea was to make a new critter that looks like a door or wall, you can just kill it.
 
Wooz said:
I have this idea, that Fallout should totally be, like, on a tropical island.

Dude, I swear to God, you almost killed me with that... :P

But then... we'd have to remake the San Fran map so it has silt deposits and flood defences!!! And fishing boats!!!

Anyhoo, I like those ideas, except nr. 3...
 
Wild_qwerty said:
The 2 idea was to make a new critter that looks like a door or wall, you can just kill it.
Then first:
You will still have to replace ALL objects in the game.
Second:
They will be outlined red/yellow in combat.
 
Most doors` "hitability" is not being set by a script. Only Scenery->Portal objects can be set to be hitable that way.
In this case you`ll have to edit *all* scenery in the game.
Another way is to use a similar script as Vault8 doors use.
In this case you`ll have to edit *all* maps setting scripts on unscripted scenery and merging all scripted scenery scripts with yours. I hesitate to say which way is easier, but they both are glithcy.
 
I didnt mean that yo make every wall destroyable. Remeber in Duke Nukem 3D how you would come accross certian walls that were cracked? Well I'd just need to make up a 'cracked wall' FRM and turn it into a critter.

Anyway, I know obj_dude was experimenting with the idea od destroyable barracades like in FOT. The only real problem was that the baracade might try to move and attack, so the proto had to me set up not to move like a turret and the script would be set to not attack, I think :?

Corpse might know about this, he was working fairly close with dude. obj_dude had also made a tumble weed critter that just blew around the map with the wind.
 
You can already target doors. I think there's a setting for that when you create/edit a prototype. Just a box you check for making it possible to target the prototype.

As for destroying them, that's easy. Just add some code to damage_p_proc. The doors in fallout were simply removed when they were damaged, or after they were damaged enough (some of them you can hit with for example explosives several times before the door "dies"). Making the object animate would be easy, provided you have the art for it. I guess it could be cool with a half-broken wall which you can shoot at so that it breaks, and then leaves an open passway. It's doable for sure, and most likely quite easy too.

The first idea would be easy to implement too. A global variable could keep track of the ammo count.

As for the talking heads, I think there's an application for making the lip-files automatically.
 
With regards to option 5 - has anyone thought about the CIV4 leaders - I know a lot of work would need to be done to change them to look "fallouty" but if it were possible I think they may be useful as source material
 
I believe that most ideas can be solved by scripting.

Sentry Units
Just item, that look different in backpack and placed ground. Two graphics: metal box for inventory and turret for scenery.
This item should have critter_p_proc script (but am not sure it will work) When enemy is close (typical test placed in every critter- look into villager script) then he will lost HP amount by time event.

If player dont have sentry unit in inventory and enemy is close then Critter Enemy script will increase domage by random amount time event (one script in item and one in crritter who will get hurt)

Scenery can be animated, so when critter get hurt- start play animation, then stop by time event

Wall Destroyer
It is possible and exist in game: some wooden doors can be destroyed when you shoot it, in arroyo caves and military base you can demolish scenery using dynamite. They have script that check some action then destroy that scenery, also can place other scenery in that place. I made that experiments before so you can place dynamite near wall, when explode wall will dissappear and near placed rocks.

Scenery can have own scripts, so you may design and build proto of wall which can be demolish. Then build house from that walls and you should descruct entire building.
 
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