I'm still having trouble with the impactfx: here's the nuts & bolts
I've got a default male BOS,
Weapon type: Rifle (also tried SMG)
Ammo Type 10x24mm (custom)
Range: short
Anim: single (also tried burst)
ARC: Straight (also tried none)
Projectile Sprite:sprites/impactfx/Projectile...
As usual Req is right on the money, but moving on I've got more questions.
Is there a way to setup trader/barter tables, similar to the ones in FO1/FO2? I guess I could create a "table" actor with the barter dialog?
Not really the place for this but has anyone tried to run Fallout...
I trying to rework the damage system for mod does any one know how Interplay determined the damage values for tactics? Is there some sort of mathematical formula or did they just eyeball it?
Thanks for all the input, at this point I opted to just use the m72 LAW as the default reloadable single shot rocket launcher. I also added both an RPG and a M202 multiple shot rocket launcher. I might attempt to add the law as disposable launcher later.
Also I have some more questions...
Thanks, requiem I thought I read about that somewhere, I'll definitely read that tutorial.
Another question though I read in a post somewhere on here or maybe it was over at DAC about disposable rocket launchers such as the m72 law or the AT4. Has anyone has success in creating one of these...
Requiem's method worked perfectly and I setup the mine type as trigger so that the player can't detonate it or see it now.
I have another question though, I'm putting the finishing touches on the mission 1 map and I'm experiencing what I'd call light bleed-through in the underground parts of...
Thanks , I was hoping that it was something that easy. I need to use a mine I think though, I'm using the mine as a workaround to break the door when I shoot an oil drum i.e. oil drum explodes and the mine explodes thus breaking the door. I just don't want the player to see the mine.