Adding new killing types

Frank Horrigan@BIS

Still Mildly Glowing
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 for a critter is set in the game.

And...this might be a stupid question but I guess that I've asked other questions of stupidity before :): "Is it possible to create "aiming pictures" like the ones in the Fallout games with Photoshop, by using a filter feature perhaps?
 
Yeah, the new pic should be possible.

I froget what directory theyre stored in, but extract some of the old aiming pics for an idea of what it looks like, and make your new one fit in that size.

Also, keep the aiming lines teh same.
 
The target grid for the critter is the ones that end in the NA Suffix. Just extract an existing one edit it, and rename it to the same foramte as the rest of your critters
 
Frank Horrigan@BIS said:
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.
If you mean you want to create a new kill type, I don't think it is possible; the reason for this is because the kill type entries in proto.msg use lines 1450-1468 to store names and lines 1469-1487 for descriptions.

Depending on what type of critter you want to add, if it doesn't fit into any of the listed categories (Human, Mutant, Dog, Robot, etc) you will have to replace one of the existing kill-types.
Alternatively you could change a kill-type name to a more generic one and replace another; for example change "Giant Ants" to "Giant Insects" and "Manti" to whatever you want your critter type to be. Then all you have to do is edit all the Manti prototypes and change the Kill-type offset to "Giant Insects". Of course this means that Manti and Giant Ants would then belong to the same kill type.
 
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 the lines 1450-1487 instead of 450-479?
 
Frank Horrigan@BIS said:
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 the lines 1450-1487 instead of 450-479?

I don't think that would be possible because these lines are more than likely linked by an internal script harcoded in the game engine.
 
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?
 
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 this seems to help:

#
# Kill Types names
#
{450}{}{Men}
{451}{}{Women}
{452}{}{Children}
{453}{}{Super Mutants}
{454}{}{Ghouls}
{455}{}{Brahmin}
{456}{}{Radscorpions}
{457}{}{Rats}
{458}{}{Floaters}
{459}{}{Centaurs}
{460}{}{Robots}
{461}{}{Dogs}
{462}{}{Manti}
{463}{}{DeathClaws}
{464}{}{Master}
{465}{}{Test!}
#
# Kill type info descriptions
#
{466}{}{This line shows the number of male humans you have killed during the course of your adventures.}
{467}{}{This line shows the number of female humans you have killed during the course of your adventures.}
{468}{}{This line shows the number of young human children you have killed during the course of your adventures. You cad.}
{469}{}{The number of Super Mutants you have slain during the course of your adventures.}
{470}{}{This line shows the number of male and female ghoul mutants you have killed during the course of your adventures.}
{471}{}{This line shows the number of Brahmin (mutated cows) you have chopped up during your travels.}
{472}{}{The number of mutated Radscorpions that you have put to death during your adventure.}
{473}{}{The number of rats you have killed. Includes all members of the rat family.}
{474}{}{This is the number of mutant Floaters that you have put to death.}
{475}{}{Your tally of dead mutant Centaurs.}
{476}{}{This is the number of robots that you have destroyed or dismantled.}
{477}{}{The total number of dogs that you have sent to the great kennel in the sky.}
{478}{}{This line shows the total number of dead Manti, or large mutated mantis-like insects, that you have squashed so far.}
{479}{}{This line shows that you have slain the Deathclaw, and any of his spawn.}
{480}{}{Error!}
{481}{}{Test!}

#
# Use text
#
{482}{}{You see: %s.}

Well, in the way at least that the {you see: %s.} function still works. The upcoming lines didn't start off before 485...but anyway, the killing types of the Master and the "Test" still don't appear. Can this be fixed?
 
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?
 
See my post above for the aiming grids

*EDIT*
The engine looks at the FRM with the suffix NA so the Critter's one is MACritterNA.FRM

Does anyone know where to set the labels foe each hit location?
I have a theory that it might be set by selecting what critter type it is ie:Bi-ped,Robot,Quadraped. But I havent take a good look at it yet. If not then I suspose that somewhere the parts are specifed and the % to hit them.
 
Yes, i think body type set names for parts (biped,robotic,Quadruped)

hmmm i checked this and body parts names are held in combat.msg file.
 
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