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    Frame Animator help

    Hah! That really fixed it! Good that there is someone around who knows what to do when adding new graphics. This might sound a bit stupid but I'm curious about it: I used the X & Y values given by you which you wrote are needed to for the walk and running animations. So when I edited...
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    Frame Animator help

    Ok, the critter I'm implanting walked out of the red hex (due to his animations) when creating the "getting hit" animation. I than untocked the "lock offset" option, to be able to keep the critter inside the red hex (while editing the frames one by one). Although, after I got finished the...
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    Help with scripting

    Heh, this thread is getting popular ;-) Anyway, new problem (getting used to it :P). procedure chance begin if (op_has_skill(op_dude_obj(), 13) >= 140) then call fixed(); else call failure(); end I've edited the requirement for repairing the power armor (script used =...
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    Adding new killing types

    Nice, thanks :)
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    Adding new killing types

    Arrrggghhh, I'll forget about this and instead ask if it is possible to add new aiming pictures? I know that the values given in the critter.lst file are "linked" to which aiming picture the critter will use. Is it possible to create new values of that sort or is it also (almost) impossible?
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    Adding new killing types

    Hah! the game (Fallout I) actually was able to use the lines of Fallout II! Although, as I had imagined due to the description of the Master, it won't display more than 13 killing types. Any option on changing that? EDIT: No wait I was wrong...the proto.msg file wasn't the right one. But...
  7. F

    Adding new killing types

    Hah! the game (Fallout I) actually able to use the lines of Fallout II! Although, as I had imagened due to the description of the Master, it won't display more than 13 killing types. Any option on changing that?
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    Adding new killing types

    Ok, but in Fallout the game uses the lines 450-464 to store names and lines 465-479 for descriptions. So, might there be a way to let Fallout 1 use the proto.msg of Fallout 2 and than use one of the unused critter types (f.e. Big Bad Boss) for own purpose, with other words let Fallout 1 use...
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    Adding new killing types

    I've now finished the animation(s), script, dialog and proto file of my new critter. Now I would like to add a new Crittertype if that is possible. Please tell me what the names of the files are that need to be edited for this feature. Also, I like to know were the killing experience...
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    Global var questions for Fallout please answer

    Hey I'm getting along pretty well with scriting, though here is something I really need to know. 1) Will new global var values that are placed in Vault13.gam of Fallout work? 2) I'm asking this because the script I've created looks like this procedure talk_p_proc begin call...
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    Help with scripting

    Nevermind fixed it myself, besides for the power armor parts.
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    Help with scripting

    yeah, well got it working now, don't know where the error came from... However I've a new problem again: I edited the armor.int file which is used for the power armor parts in the BOS in Fallout. Now I managed to set a skill requirement for repairing the armor. procedure chance begin...
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    Help with scripting

    So I now even to the compiler to work. also when I try to compile my own ssl it starts of with: syntax error on line 1 near ´{`. Well since ssl dosen't contain any { it must be in the dialog file the error lies...right?
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    Help with scripting

    I already figured out files that needed to be edited were vault13.gam and scrname.msg
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    Compiler error

    Decompiling works just fine but I get an error message when compiling compile:29: warning: Object#type is deprecated; use Object#class /urs/lib/ruby/1.6/racc/parser.rb:45:in `module_eval´: uninitialized constant Rac:Parser:Racc_c_parser_id (NameError) from compile:29:in `module_eval´ from...
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    Help with scripting

    Hey I'm willing to create a new script file for a new NPC that I'm creating for Fallout 1. While reading through the int files of Ian, Katja and Tycho and trying to figure out as much as possible, I encountered some values which I believe as important but can't figure out their ways of...
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    Compiler error

    Thanks for the compiler :)
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    Frame Animator help

    ^^ Well it's the dudes hair which the arrow points at, as it almost looks like "dust". Although may need a different kind of humor to find that funny. ;D
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    Compiler error

    If anyone could send me either IPP, Noids or any other decent script compiler/decompiler I would appreciate it. My email is predator_mk@hotmail.com EDIT: If you've got one, just send it and don't post a post (...) were you first ask me if I want you to do so, as I'll be a way for awhile.
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    Frame Animator help

    Thanks I've used the values given by you but as my creation used more and less animations it ended up outside the hexes, which apparently freezes the game now will loading. EDIT: I fixed the problem. The hexes I used weren't correct with the ones in the fpr file. Just edited it.
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