Something curious about TeamX's Fallout 1 NPC Mod

Sduibek

Creator of Fallout Fixt
Moderator
Modder
Some of the combat options set to AI modes that don't exist. Why doesn't this crash the game?

For example, for Tycho he can be assigned to AI Packet 90 (normal, from vanilla game), 95, or 96 depending on what combat options you choose for him.

However, AI Packets only go up to 94.

Is this a huge oversight or am I missing something? Why isn't this making the game crash, or Tycho do crazy shit in combat?


Code:
AI.TXT:

[Runaway]
packet_num=94     <----
max_dist=18
min_to_hit=100
min_hp=200
aggression=1
hurt_too_much=crippled, blind
secondary_freq=10
called_freq=25
font=101
color=58
outline_color=55
chance=0
run_start=5000
move_start=5006
attack_start=5012
miss_start=5022
hit_head_start=5028
hit_left_arm_start=5031
hit_right_arm_start=5034
hit_torso_start=5037
hit_right_leg_start=5047
hit_left_leg_start=5050
hit_eyes_start=5053
hit_groin_start=5056
last_msg=5061

[[--END OF FILE--]]



TYCHO.SSL:

procedure TychoSniper
begin
  gsay_message(389, 2100, 49);
  critter_add_trait(self_obj, 1, 5, 95);
  call TychoCombatTactics;
end

procedure TychoNearCombat
begin
  gsay_message(389, 2100, 49);
  critter_add_trait(self_obj, 1, 5, 96);
  call TychoCombatTactics;
end
 
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