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  1. xkcon

    Simple sprite tutorial

    First let me thank you for this info. But I have to admit that totally intimidated by the whole process... I'm having problems installing Adobe photoshop CS2. I have been using photoshop 6.0 but I guess apparently it won't work. I can't load the recent converted BMP from PNGs. I get the error...
  2. xkcon

    Red-Tec Resources

    Wow these tiles are amazing. The plant life really looks impressive... I'm wondering though, if you have a tropical style palm tree in the tile pack. I was planning to make an official request for some tropical Island type vegetation tiles (so here it is!). At any rate these forest tiles look...
  3. xkcon

    Random encounters editing

    No Problem, I'm just glad I could help. My project is still coming along slowly but surely, I will make an official update on my DAC thread in the near future.
  4. xkcon

    Medic?

    In general, if you give Human/ghouls/mutants or reavers stimpaks in their inventories, they will heal themselves at the (appropriate) times during combat. But robots and critters can't use stimpaks so you'll have to come up with a work around. There is no easy way to do this, but you can set up...
  5. xkcon

    Random encounters editing

    I can post screens if you don't believe me... I altered about a dozen or so REs and it works just fine!
  6. xkcon

    Random encounters editing

    Yes, Import it, but use 'import data' and it works fine. As long as you don't change the headers of the existing REs or the actual number of REs it will work fine. I did this in my MOD and it works for me...
  7. xkcon

    Random encounters editing

    The problem is that when you import Random encounters, all the existing encounter percentages and placements are deleted from the CAM file and thus you will have to go back and manually place them back on the campaign map. This makes it very un-practical to import new REs. My solution is to...
  8. xkcon

    Ideas on merchants?

    here is an example of how to do it... Set up the first trigger like this... Conditions: Variable 'ExitCount' is ' ' (the value for this variable is blank /empty) Human has all alive at exit Actions: Set Variable 'ExitCount' to '1' Deactivate Merchant1 Set Merchant2 to stationary at...
  9. xkcon

    Ideas on merchants?

    What you need to do is make clone(s) of the original merchant entity each with a different inventory. Then set up some triggers to deactivate the first merchant clone while simultaneously activating the 2nd clone and so on. You could set the condition so that the (clone) merchant 'restocks' when...
  10. xkcon

    HP advice...

    I'd say that my average finishing level of my character is between 21-27 in the numerous times that I finished the original campaign. It doesn't makes a difference if you solo or not. Your main character doesn't get 'more' of the XP - your squad just gets less (because less squaddies are...
  11. xkcon

    Immersive weapon gameplay

    Something to coincide with the weapons and ammo would be more 'consumable' entities, ie: food items. I would love to encounter an old bunker loaded with guns ammo and Canned food goods. Sardines, beans, pears, soup, chili, etc. Canned food would give an air of post apoc authenticity.
  12. xkcon

    Immersive weapon gameplay

    I like lots of different weapons. I see no reason why a post apoc/sci fi RPG can't have as many weapons as there are in the 'real' world. As I said earlier, I plan to add a gun store to my mod to house many (if not all) of your creations. Think 'Andy's Guns' from the movie 'Dawn of the Dead...
  13. xkcon

    [HELP] NEED EXPERIENCED MODDER - EXIT GRIDS

    I looked at the the file missionZ14 and it appears they forgot to add an exit trigger. The Method mentioned by :noisist: should work. I would add though, to make sure to click on 'preserve' in the top right corner. This is a problem on another special encounter map. (I believe the Brothers...
  14. xkcon

    Project Safehouse

    Exactly. When I started my mod eons ago I originally had one friend who was interested in helping, but it soon soured, and I realized that when you 'ain't getting paid' it will be harder to recruit workers for an assembly line style operation. Also, there is the creative aspect of a project...
  15. xkcon

    Is there any xp multiplyer?

    There is one thing else (I'm not sure if anyone else has ever mentioned it) Open every map and check the 'is bunker' field. then save the map. Now play in tough guy mode and you can save anywhere except random encounters, and this will make you 'Tough guy' much more enjoyable and safer from...
  16. xkcon

    Project Safehouse

    I would like to help you, but one thing I've already learned in the world of FOT modding is not to bite off more than I can chew (Which I have already done, ten times over with my own mod) -- I need to finish my own project before taking on any more of a workload. I get so little time as it is...
  17. xkcon

    Red-Tec Resources

    Allright I figured it out... I guess animation rotation (for entities) only works in the level editor not the actual entity editor. Anyway, the new camera is awesome and I thank you again. Your sprites are awesome and I am very happy.
  18. xkcon

    Red-Tec Resources

    Are you sure that this is the new reworked sprite? It appears to be the same sprite as before?? Not sure - maybe I missed something??
  19. xkcon

    Thank you all modders & I am going to become a FOT modde

    Welcome to the FOT Mod community and Good luck with your project Phillon. Thanks for the encouragement. The FOT Editor is kind of like having a little Digital Lego-block set that I still enjoy building with... My Mod will never be abandoned and will be released but I am taking my time on my...
  20. xkcon

    Red-Tec Resources

    Cool! I will check it out and get back to you. Thanks alot.
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