Recent content by jargo

  1. J

    Less Generic NPC Project?

    It is possible(actually we used something like this in New Arrayo mod) and not very difficult, BUT to do it You must know basic of Fallout scripting(you need to alter/add critter scripts). So this would be first thing for you.
  2. J

    decompiled .int file of friendly klint 2 dat

    This mod was writen a long time when we have no oryginal compiller, and there was another compiller called ipp(from TeamX). Here you have Klint source script in ipp format (it is different syntax from ssl) script ACKlint('ACKlint'); uses stdlib,system; Var Static_Reaction...
  3. J

    decompiled .int file of friendly klint 2 dat

    It's working exactly in the same way, as in Friendly Klint mod. Same script used.
  4. J

    Patch 1.051 Integrated Beta & Unlimited Party MOD 1.002

    First install the patch, then B-Team Mod, it will work ok.
  5. J

    Fallout 2 NPC Armor Mod

    Yup that's me :P. In the oryginal mod (it was called B-TEAM) there is added source script for sulik(with komments etc). So go to NMA downloads(or get it from FMC) and download B-Team and read the source file.
  6. J

    Mod Installer

    Yes Inno setup is very goos tool to creating installers. I used it for some of my projects like FSE. It can do everything what you need(rename/move/delete/create files/dirs etc).
  7. J

    Fallout in Fallout 2 Engine?

    There is no Fallout1 -> Fallout2 project really, sorry but this is too much trouble for not much gain. It's a lot of work to recreate only one wordmap.txt file (all wordmap info in FO1 is hardcoded). Don't think anybody will make something like this, but you can try ;).
  8. J

    Flare (and other exploration equipment) TUTORIALS

    Uhm it seems we need to add this code to combat_proc too
  9. J

    Flare (and other exploration equipment) TUTORIALS

    interesting idea Lich. I think the best way to add this to every map in game is to add this code to obj_dude script. Using obj_set_light_level instead of set_light_level can be also interesting. Great idea.
  10. J

    script prob

    Each entry in worldmap.mask is in same order as in city.txt. So if You added your new city in city.txt as number 50 then you should add this to the end of list(after stables and before terrain types): # # New Reno Stables {670}{}{Stables} # Your location (it's just a comment )...
  11. J

    problem with order label_arts

    City Label_art is simply ordered alphabetically by "area_name" entry in City.txt. Not much can be done here.
  12. J

    script prob

    Nope, Gecko is set as known using normal mark_area_known(MARK_TYPE_TOWN,AREA_GECKO,MARK_STATE_KNOWN); call and squares around it are visible not black (they are set as known-greyed) but you must enter each square to make it visited and that is tested is stark script. Engine just make it...
  13. J

    script prob

    Here you go: To add your city name frm do this: 1)create your frm and put it in data/art/intrface folder(remember that fallout filename is 8 letters max) 2)from master.dat get intrface.lst and put it in same folder as abowe 3)add you new frm to intrface.lst at the end: EG_SAN04.FRM ...
  14. J

    script prob

    Try maybe this: mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_VISITED) instead of: mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_KNOWN); or set state in city.txt as ON, and use mark_world_subtile_visited(XPOS,YPOS,RADIUS) to schow it.
  15. J

    script prob

    Assuming that you added your city to city.txt file at number 50 then i see only one error(wrong using mark_area_known). The code should be: procedure map_exit_p_proc begin if (town_known(50) == MARK_STATE_UNKNOWN) then begin //debug_msg(" mark_on_map("+50+")")...
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