Weapon drop mod

@Josan12

I love your mod but like the Critter Armor Addon (For Fallout 2 RP 1.2)
also. Have any way to combine 2 mod together ? Both used hs_ondeath.int file :crazy:
 
I haven't tried this mod.
But I noticed in original FO2, if an enemy happens to drop his weapon, his comrade will rush to rob the weapon, leaving him armless. :mrgreen:
I wonder whether there's some AI switch to disable that? It is really fun to watch though, guess I'll start a jinxed character to test it.
 
looks like sometimes the weapon will drop, sometimes not. is that how should it work?
cause i was like trying it for an hour already and saw it drops only once
 
This mod is compatible with the RP - it runs on a global script using sfall.
I'll do a re-release of all my mods soon (but they won't have changed/changed little)
 
Josan will you tie this into your survival mod…can I make a suggestion – with this weapon drop, can the weapon drop in a random manner in any one of the six bordering hexes, and if that hex is blocked then the next empty hex…no one can accurately predict how a weapon would fall in real life, so I think adding random element would be refreshing. :wink:

001weapondrop.gif
 
Oh hell yeah !
The weapondrop is a really nice addon to combat.
It would be even more perfect if the weapons would drop if a critical hit was made to the arms by unarmed combat to represent disarming.
This would also make fully unarmed combat a viable way to play through the game & all those different kicks and punches wouldnt go to waste like they do now.

It would also make sense if enemies would drop the weapon if he/she would go unconsious - though it wouldnt matter if this critical hit was made by fully unarmed/melee or firearms.

Eversince sfall has a neat function wich makes npc spend all their actionpoints combat will likely be more random... wich is good.

Bye !!
 
can critters still be affected after they are dead?

I wonder if it would be possible to incinerate a dead body with a flamer of melt it with a plasma rifle etc..
 
.Pixote. said:
Josan will you tie this into your survival mod…can I make a suggestion – with this weapon drop, can the weapon drop in a random manner in any one of the six bordering hexes, and if that hex is blocked then the next empty hex…no one can accurately predict how a weapon would fall in real life, so I think adding random element would be refreshing. :wink:

Unfortunately the engine can't cope with such a smart idea. If the weapon drops in a wall, it drops in the wall and can't be retreived. But part of my purpose with this mod was to make it so that some weapons dropped would be 'lost', to slightly reduce the stupendous amount of guns the player can get from fights.

Riel88 said:
It would be even more perfect if the weapons would drop if a critical hit was made to the arms by unarmed combat to represent disarming.
This would also make fully unarmed combat a viable way to play through the game & all those different kicks and punches wouldnt go to waste like they do now.

It would also make sense if enemies would drop the weapon if he/she would go unconsious - though it wouldnt matter if this critical hit was made by fully unarmed/melee or firearms.

I think MIB88 already figured out how to do this. I will ask him about it for my survival mod. And BTW, this mod is really MIB's work so if you dig it, thank him.

Riel88 said:
can critters still be affected after they are dead?

I wonder if it would be possible to incinerate a dead body with a flamer of melt it with a plasma rifle etc..

No, all death types drop. I prefer it this way, personally.
 
ColJack said:
Can critters still be affected after they are dead?...I wonder if it would be possible to incinerate a dead body with a flamer of melt it with a plasma rifle etc..

Aren’t you content with their normal corpse ColJack…now we must barbecue the suckers? :wink:

Josan12 said:
Unfortunately the engine can't cope with such a smart idea. If the weapon drops in a wall, it drops in the wall and can't be retreived.

If the weapon/item had the same status as the player then it wouldn’t move or hide in the walls/scenery…that’s the theory anyway, maybe Timeslip knows a solution. :mrgreen:
 
Riel88 said:
It would be even more perfect if the weapons would drop if a critical hit was made to the arms by unarmed combat to represent disarming.
This would also make fully unarmed combat a viable way to play through the game & all those different kicks and punches wouldnt go to waste like they do now.

It would also make sense if enemies would drop the weapon if he/she would go unconsious - though it wouldnt matter if this critical hit was made by fully unarmed/melee or firearms.

I remember coding this in sfall but it looked weird. The weapon dropped to the ground before the hit animation.
 
weapons drop on crit hit of an arm is possible i did it in my hs_combatdamage script for my perks mod,in fact i did this when riel88 asked if it could be done,i also wrote a disarm perk that uses the same code,but to do it requires alot of code,basic re-write of the combat code,over-riding the engines combat routines,not sure if it is possible to separate only what is wanted,maybe,haven't tried,hs_combatdamage is the hook script thats run for any damage done in fo2

Nirran
 
looks like sometimes the weapon will drop, sometimes not. is that how should it work?
cause i was like trying it for an hour already and saw it drops only once

i'm sorry, maybe my english is bad.
 
Nice !
Josan, would you consider adding this disarming ability as an expansion to your weapon drop mod & as a part of the Realism/survivor mod ?

It would also be such a great addition combined with the agility & armorclass project.
Low armored, highly agile & being able to disarm critters who are equipment wise superior will be a fun to play.
Also because you dont have to drag allong all kinds of ammo and weapons you move more quickly through the wastes & dont use as much water & food because you are lightweight. (thinking of food/sleep/water mod)

Bye !!!
 
Does the mod work with the latest RP? I've installed provided .int file into the scripts folder, but have never seen critters dropping their weapons...
 
kitovyj said:
Does the mod work with the latest RP? I've installed provided .int file into the scripts folder, but have never seen critters dropping their weapons...

There should be no compatibility problems with the RP. It should work fine. You MUST have sfall installed (which you will have if you're using the RP)
I will take a fresh look at the script soon and re-release this mod.
 
Josan12 said:
There should be no compatibility problems with the RP. It should work fine. You MUST have sfall installed (which you will have if you're using the RP)
I will take a fresh look at the script soon and re-release this mod.

I' have hs_ondeath.int in my fallout2/data/Scripts folder. Mod definitely does not work for me - RP 2.1.2b. May be I've downloaded *.int file from the wrong source? Should I use
this file : http://www.mediafire.com/?ir5003jym5q ?
 
Code for doing this in Fallout 1:

Add it to the destroy_p_proc procedure, or you can add it directly under (script_action == 18) in the start procedure.

Code:
	variable LVar1;
	variable LVar2;
	LVar2 := critter_inven_obj(self_obj, 1);
	LVar1 := tile_num_in_direction(tile_num(self_obj), random(0, 5), random(1, 2));
	rm_obj_from_inven(self_obj, LVar2);
	move_to(LVar2, LVar1, elevation(self_obj));


EDIT: This is now fully implemented in my mod -- links are in my signature.
_
 
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