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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Ugh, I'm confused now. Could you please explain to me again what we are supposed to accomplish? I mean what the dude_obj must look like when in combat, when out of combat, while holding a weapon, etc... I think I lost the train here. Sfall script run just fine in combat so probably I...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    what? doesn't work for you? hmmm. It has the check and everything. Let's see: if (game_loaded) then begin spec_ani := 0; set_global_script_repeat(1); end else begin The set_global_script_repeat(1); part makes this script to be run every 1 frame. if...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Honestly, I don't know. That's why I converted the code to a sfall global script. To run it every frame even in combat. As you've said, the combat proc it isn't run by heartbeats; it only runs when a combat event happen.
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    you can put the macro in whatever header file (*.h file) you want as long as you include it in your script. However you can also put the macros in the script itself. Right after the #include section and before the variables definition section, usually. If you are using sfall in your fallout...
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    Destroy script

    if(fixed_param == COMBAT_SUBTYPE_HIT_SUCCEEDED)then begin wpn := critter_inven_obj(dude_obj,1) + critter_inven_obj(dude_obj,2); if(obj_pid(wpn) == PID_SPEAR)then begin inven_unwield(dude_obj); rm_obj_from_inven(dude_obj, wpn); destroy_object(wpn); end end...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Macros. When you type FID_HAPOWR you are using a macro (defined in the file ARTFID.H). Macros are a good thing. In your case you could try this: [spoiler:71f6fcf514]#define is_armed(x) (((obj_item_subtype(critter_inven_obj(x,1))) == item_type_weapon) or \...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    You can just make a macro to avoid typing that much. Logical negation. A != B means A not equal B. In some languages you use ! instead of NOT.
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Modder's bane. Personally I have no idea. I always try to keep myself a mile away from FO scripted animations. Your best bet is to post the relevant code here to see the potentially wronginess(?) of it and/or check other scripts where that function is used. Maybe the problem lies in...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Hi there. When I was doing my party orders mod I came up with that problem as well. I really didn't bother much with it and moved on. You can try a different order for the instructions or put in yet another animation, though I doubt Fallout can manage so much animations without messing...
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    Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

    Dunno. Should there be any updates? I made the mods fairly compatible with everything. They should work with recent mods and the last sfall version. Then again, I haven't tested them with the new RP mod empirically, but I don't see why they shouldn't work. If you have any issue feel free to...
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    force no car on worldmap

    Wasn't the car treated like a hidden party member by the engine or something? Dunno. Remove the car from the player before the trip as if it were stolen in New Reno. Then give it back.
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Assuming you have installed sfall, check if you have Extended Scripting Function and Input enabled in ddraw.ini, just in case. You have any mod that could conflict with it? a modified fallout2.exe? I know it works on my end. There are no additional rules for global scripts. They are just...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Not hook scripts, just a regular sfall global script. These scripts are named always starting with the prefix "GL" (glexample.int, for example) and follow a fairly simple structure. Anyway, this is the script I've made (triggers when the combat starts/ends): procedure start; #include...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    Have you tried the code with sfall? I mean in a global script. I've had positive results there but I don't know if they are exactly what you look for. As combat starts, dude_obj unwields the weapon all right, change the FID and play an animation (with the new FID). What I don't get to work...
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    GORIS SCRIPT fit the Non Helmet PA. Second Round!

    I don't know if it works or not but time while in combat mode is not continuous. It seems every time you start a new turn (or when you end your current one, not sure), time advances 5 seconds. edit: BTW, why do you want to unwield your weapon when the combat _starts_?
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    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    Ok then. Download this file (GL_tobrokendreams.int) and place it in the DATA\scripts\ folder. Every time you press the 'K' key you'll be teleported into the cafe of broken dreams encounter, provided you already had that encounter before and are out of combat. Delete that file to remove. If it...
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    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    Heh, I tried this with an old save where I already had that encounter and it worked. Pretty interesting, thanks. Well, if you are really interested a cheat script can be provided to teleport you into that encounter.
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    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    I'd say it's not possible being all random encounters locations and the list being of fixed city locations, but it's not my strong point. Nevertheless that wouldn't help much. Location overlaps it's one of the flaws of the fallout map. The only solution I see would be through scripting.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I tried it with pretty interesting (and extremely funny) results. Contrary to what I thought at first, the engine doesn't lock up or do funny stuff when you mess around changing the PC appearance with the metarule3(107, ..). It even let me walk around and attack while in the shape of a brahmin...
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