Recent content by guzer

  1. guzer

    Fallout Tactics mod The Sum (1.8b)

    Thank you Hugo for the quick answer! Thought about it awhile this morning with my coffee and i think it wont work for me. This would only work for premade characters (that got their tagname via the editor) because the custom ones you need to make to play my mod got no tagname selected. i dont...
  2. guzer

    Fallout Tactics mod The Sum (1.8b)

    While wandering your wasteland i came across a building with a working elevator. I forgot the maps name by now but i think you might know which one it is because i came across something like it only once in your mod so far. It was in a kind of larger city environment with some more npcs inside...
  3. guzer

    flamer, crits, jinxed questions

    we did as you told and hell yes. hehe, now it works. we played some maps using most high tier weapons of our mod and no out of sync occured. hehe thanks alot for your help. we will surely implent ftse into our next update if it keeps beeing stable like this. So great one can edit perks now and...
  4. guzer

    flamer, crits, jinxed questions

    So you motivated us to check it out again. First impression was really nice. Especially that changing handslot doesnt reload the gun anymore is something definately needed. However sadly it was the return of out of sync bug. we tried playing 3 maps with ftse installed and they all went out of...
  5. guzer

    flamer, crits, jinxed questions

    hey thx for your answer. i tested FTSE some years ago and in the end came to the conclusion that for my mod i wanna stay vanilla. just using the existing entities & sprites and figuring out how to make stuff look pleasant with these was kind of my relaxational fun. With ftse i remember placing...
  6. guzer

    flamer, crits, jinxed questions

    while fiddling around with my mod i came across some issues id like you to ask. 1. the bigflamer and flamepistol get this annoying "has been hit for 0 damage" 2nd notification all the time. when turning "has projectile" to off, the message is gone but then the flamer looks shitty without its...
  7. guzer

    Fallout Tactics mod Turnbased Mod (2.2)

    Hey thx for your interest. 1. yea all maps got the "start combat" set to always. except for the maps "el paso", "bad religion" and "Tartarus" where the players get 60-90 seconds before turnbased combat starts. that extra time is used to deploy the squad. It increases the replayability of those...
  8. guzer

    How to extend level (floor) range

    you can select the parts you want to be above 61 or below -18 by using the bounding box tool and then when you got em selected move them by holding shift and page up/down. you cant select them with the bounding box no more then though. make sure its all good cause you will have to manually...
  9. guzer

    https://www.moddb.com/mods/turnbased-mod-2-1-for-fallout-tactics playing Turnbased Mod2.1

    https://www.moddb.com/mods/turnbased-mod-2-1-for-fallout-tactics playing Turnbased Mod2.1
  10. guzer

    Fallout Tactics mod Turnbased Mod (2.2)

    TURNBASEDMOD 2.1 This Mod balances the game for better Multiplayer Deathmatches (Human Vs Human) in Turn-Based Mode. Although it looks like this mode didn't get the same attention from the Devs like real-time, there are some things like the interrupt system and the way cars are used that are...
  11. guzer

    Fallout Tactics mod Turnbased Mod (2.2)

    thanks. aprechiated.
  12. guzer

    scripting issue

    using variables rulez ;)
  13. guzer

    FT Awaken patch 1.41

    looks promising - i will give it the try it deserves
  14. guzer

    FoT Mulitplayer

    Fallout Tactics runs quite well under linux wine. It seems to have helped us getting rid of that annoying Out-Of-Sync Bug finally ! we played like 50+ games without it appearing !
  15. guzer

    A video of my MOD, please give some advices,guys!!

    impressive ! those flying entities look great !
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