Search results

  1. P

    Blue Velvet – Fallout 1 into Fallout 2

    Great stuff .Pixote. This comes with the correct light levels as well?
  2. P

    Blue Velvet – Fallout 1 into Fallout 2

    Blueish caves with the right light levels would look way better than the original fo2 cave artwork. Awesome idea.
  3. P

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I just remembered. I asked way back for the possibility to read and modify local variables of a certain object(s) from a global script. The main idea is to change the local variables of each companion which contains party-relevant data (following distance, waiting, ...) from a global script...
  4. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Glad you love it. I fear I can't make them wait. That's a local variable change, which I don't have access to. By the way, I'm (kind of) working on a targetting system. You flip through potential targets, mark one and then your companions will try to kill it in combat mode. Still WIP but...
  5. P

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    That's right. Conditional statements need a begin-end block if they contain more than one instruction. With complex if-else sentences is also a good idea the use of begin-end to make life easier. speaking of which, else if(state_EXHAUSTED != 2) and(in_world_map) then begin if that...
  6. P

    New SFX

    This is the error: Startreck scripting language compiler (Fallout 2 sfall edition) *** THERE WERE ERRORS (1 of them) Compiling temp.ssl temp.ssl(1457): Error! Undefined symbol ANIM_walk The macro dude_is_walking defined in COMMAND.H: #define dude_is_walking...
  7. P

    Fallout 2: Party Orders add-on

    Wow, in the front page. Thanks dude101! There shouldn't be.
  8. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Well, there is a sfall hook script to force NPCs to change targets. Never tried it before. I'll look at that but don't hold your breath. Certainly it would be a cool feature. I can't make your companions trigger combat because most (if not all) critters are scripted to react when the PC is...
  9. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Works with everything. No need to restart a game.
  10. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Version 1.0d uploaded. v1.0d - Added Scatter Order [X]. Party members within 5 hexes from the PC will run 4-6 tiles away. - Added the option for the PC to auto-loot bodies [T]. Can be turned on/off pressing "0". - Minor changes in the code. Now looters provides feedback if they can't...
  11. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    In the new version (working on it) I've added a switch key (0 by default) to switch between PC auto-loot when using "T" (like "G" for companions) or the old pick up behavior. When in auto-loot mode, the dude will still pick up ground items nearby corpses if the proper setting is on...
  12. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Done. It'll be in the next version. What's exactly what doesn't work? I tried your savegame and worked just fine. Dropped some guns on the floor, pressed T and the dude picked up the dropped stuff. What the "T" command doesn't do is to loot bodies for you, just items on the floor...
  13. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Version 1.0c is up. party orders addon v1.0c.rar v1.0c - Added a pick up key for the dude PC. Uppon pressing "T" the PC dude will pick up items from the ground in a 3 hex radius. - Added support for three party members from Killap's Restoration Project Mod v2.0 (hopefully)...
  14. P

    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Glad you like it. Sadly, I can't find a nice solution for the holster animation problem. Either the animation doesn't play or the animation does play but the critter still shows the holding weapon frames afterwards (without actually holding anything). We'll have to live with it, I guess...
  15. P

    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    It seems the script is missing a check there. You may want to look at that, Josan. Probably you removed the power armor check at the combat start by mistake.
  16. P

    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    There's still the occasional fo2 graphical glitch but otherwise a very good work. The sfx is a nice touch too. Congratulations, Josan.
  17. P

    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Sorry. My bad. Remove/comment all (obj_art_fid(dude_obj) == FID_NAPOWR) conditions. Should look like this: /*** Combat begin animation -- Put on Helmet (FID_HAPOWR) ***/ art_change_fid_num(dude_obj, FID_HAPOWR); call animate_dude; spec_ani := 1...
  18. P

    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Impressive. :D Change this: // ->Always running outside combat. Makes sure dude is not wearing the helmet (while in P.A. and no weapons held) if ((spec_ani == 0) and (obj_art_fid(dude_obj) != FID_NAPOWR) and (wearing_PA)) then begin...
  19. P

    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    If dude is holding a weapon and starts combat I assumed he would already have the helmet on, so no need to run an animation and change the FID (it'd be the correct one already). if(combat_is_initialized)then begin if ((spec_ani != 1) and (wearing_PA)) then begin...
  20. P

    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Okey. 1) That much is done. Even the inventory reset thing. Really. 2) I don't know about those limitations (and I won't ask) but you got that covered already, right? Below there's yet another version of the global script. This time compile it yourself and make sure it goes well...
Back
Top