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  1. xkcon

    NMA Decides the fate of the Reaver Elders!

    I understand that you want to make the changes anyway, by all means go ahead, my comments are not mean't to hinder you, but rather to shed a more accurate light on the mechanism in question.
  2. xkcon

    NMA Decides the fate of the Reaver Elders!

    "In FOT Redux I'm allowing players to take whatever vehicles they want into most missions, and tank aside the first Reaver Elder to enter a hummer or the other vehicle cannot subsequently exit the vehicle." This is not true. I've tested it thoroughly. I ticked 'allow vehicles' in the editor...
  3. xkcon

    NMA Decides the fate of the Reaver Elders!

    Cool bug though. I took the team back to the bunker, and went to the recruit pool, it was cool to see my main character now in the recruit pool while Glenda Close was now the lead character.
  4. xkcon

    NMA Decides the fate of the Reaver Elders!

    Actually Endocore, the Elders can Exit and Enter the tank as often as they like before you take them to the safe zone.... I just tested it myself. I dug up an old pre-Newton save and tested it... But here's the trick, to exit the tank you have to drag the cursor over the tank to highlight the...
  5. xkcon

    NMA Decides the fate of the Reaver Elders!

    I apologize, as I said before I have no experience with the bug. But I cant see why a few barrel tiles in front of the safe zone (blocking the tank) won't work? Unless you are saying that once inside the tank the reavers cant exit under any circumstances (even under player control). How about...
  6. xkcon

    Useful information

    Not sure exactly what you mean but, the game uses WAV files. so you need to convert all your sound files into WAV format. Here is an online converter that can work with/convert all types of files. http://media.io/
  7. xkcon

    NMA Decides the fate of the Reaver Elders!

    If this doesn't work, then it might just be easier to add a tile to block the tank from entering the safe zone thereby forcing you to walk that reavers into the safe zone, then the tank would have to exit on a different part of the exit grid.
  8. xkcon

    NMA Decides the fate of the Reaver Elders!

    Can't you just deactivate the reaver elders before you exit to the world map. In the trigger 'DISPLAY DEBRIEF and END MISSION', just add the action ' Set to deactivate PI 33' (Reaver Elder End) and then have a Blocking wait 1 sec before the exit fires. That way (theoretically) they will...
  9. xkcon

    Change Portrait Style?

    I think you have the right approach by looking for '00 FF 00'. I have some experience Hex editing. when I was in my teens in the 80s I hex edited and created a whole new town for Ultima V, I also hacked wasteland 1 as well. I know times are different now, but the principle is still the same...
  10. xkcon

    I'm Back...

    Awesome to see you back. Glad you could retrieve (most) of your data. thank you to Robert for keeping archives. Great to see you back in the community.
  11. xkcon

    Using AGE as a more practical and stable TAGNAME

    The unlootable tagname item method is cool, but it has limitations too. It can't identify if a specific squad member has died or not, only if he/she is on the map at a specific place. I don't know if you ever seen my old thread on DAC about this tecnique. We talked about all the possibilities...
  12. xkcon

    How to apply scripts and dialogues to more than one mission at once?

    It may be a good method for some situations, but not all. Also useful is importing a whole map tiles as a clip into an existing map and then dragging the entities onto the new clip section and redo zones then delete the old map tiles. These are just different ideas that could help you in...
  13. xkcon

    Skinning animals, cooking, electricity, flashlight & GPS device

    Yes it is hard coded. you're reputation goes down fast fast to demon spawn by killing friendlies.
  14. xkcon

    Skinning animals, cooking, electricity, flashlight & GPS device

    A question if I can... So if you murder a friendly NPC does it affect your 'electricity' ? How does that work?
  15. xkcon

    How to apply scripts and dialogues to more than one mission at once?

    You'll have to play with all those tiles ,entities,chars,objects anyway you look at it. You can't load entities. Anyways It's just a different way of looking at a the problem. If it doesn't work for you that's fine. I don't know what menu shows to load zones can you show me ? Not import...
  16. xkcon

    Using AGE as a more practical and stable TAGNAME

    As I already said, these tag items 'are invisible in game' that means no they don't take a square space in scrolling inventory. They stay in the inventory permanently, unless you use the 'Give item to NPC' trigger.
  17. xkcon

    How to apply scripts and dialogues to more than one mission at once?

    "I am not a big fan of big maps containing more than one map, as it is more difficult to put fading black edged, and worse to remember where and what you placed in your mission file. Zones are convenient to circulate, but less thant Ctrl+O In my idea" No no, I don't think you understand what...
  18. xkcon

    How to apply scripts and dialogues to more than one mission at once?

    Also you will always have to set up the speech nodes for each map. A way to get around all this is to import the new map tiles as a .clp file into an existing map with existing triggers and speech nodes, then you would delete the old map tiles and be left with the new map, then you won't have...
  19. xkcon

    Fronzen tile animations + tiles not appearing

    it's 'Update tiles' under the tools menu
  20. xkcon

    How to apply scripts and dialogues to more than one mission at once?

    Just make a trigger 'idea' map with all your ideas for triggers and save the .trg file. then over time add all your ideas to this 'idea' map/trg file, then when you first start a new map, just load the 'idea' .trg file into the new map. If you want add your ideas to the existing maps you can use...
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