Recent content by Agrajag

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    Texas-based fan-made Fallout game: "Fallout: Lonestar" currently in the works

    This looks really good, will definitely play it when it's done. Do you have a forum or is it all facebook/twitter nowadays? Anyway, nice to see you're still in the fallout modding business. Good luck with the project!
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    Wasteland 2 Kickstarter Update #8

    Ah, yes, I just read the update again more carefully. That's a relief.
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    Wasteland 2 Kickstarter Update #8

    It's at $1.95 mil now... Is there some mistake, or did they really lose 30k in just an hour after these news?
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    Fallout 3 reviews round-up #39

    I lolled. These reviews are getting better each day.
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    Fallout 3 patch 1.0.0.15 released

    Ironically, the patch installer crashed when I tried to install it. I waited for half an hour (but only because the window said "allow 20 minutes for install"), then I killed the installation, which caused F3 to be launched. I have no idea if the patch worked, though.
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    map scripts

    I guess it's the if condition that does it. Try removing "if(map_first_run)" and see if it works. The code should work, but only the first time you run the map. The mapper use to screw that condition up, so I'm not surprised you're having problems. It might help to restart the mapper and try...
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    Stealing from critters.

    I'm not sure that's possible. The closest thing I can think of is the "using_skill" function (which, by the way, doesn't seem to work properly) and add it to the obj_dude script. Didn't get that to work though, and I doubt stealing is considered an "active" skill. If the only way to do it is...
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    Scripts and Combat

    Interesting question... I too don't know if it's possible to avoid it in full (but I doubt it). You can make it so that when the PC initiates combat, it is immediately closed again, before any action can be taken. The "combat animation" thing will still run, but nothing else will happen. This...
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    script prob

    No problem, dude.
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    script prob

    Hrm.. Oh, I see it. I screwed up the inequality there. LVAR_Test11 <= game_time + ONE_GAME_HOUR is always true... Aheh. Try this instead: map_enter_p_proc begin if(local_var(LVAR_Herebefore) == 0) then begin set_local_var(LVAR_Test11,game_time); end else...
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    script prob

    That can't be, because LVAR_Herebefore is 0 as default. The first time the script runs, ie when you first enter the map with that critter on it, the LVAR_Test11 will store the current time. When you exit the map, the value of LVAR_Herebefore is changed, and so the next time you enter the map...
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    Mutants Rising Closes Shop

    It is indeed saddening news. Hmm, but so you have all the dialogues finished, they just don't work properly in game? I don't know how much is actually left, but maybe in a far distant future, when FMF is finally done, we can all rejoice and do some work for MR. For now, though, there's...
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    script prob

    Say what?
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    script prob

    Yes, that oughta be the problem. Try this: map_enter_p_proc begin if(local_var(LVAR_Herebefore) == 0) then begin set_local_var(LVAR_Test11,game_time); end else if(local_var(LVAR_Test11) <= game_time+ONE_GAME_HOUR) then begin kill_critter(self_obj,ANIM_fall_back_sf)...
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