I designed it as barricade, wall from junk which townfolks build to protect from mutants. But it could also work as junkyard.
Download: Barricade_V1
Download: Barricade_V1

steelsoldier said:if one of those barrels is fuel of toxic waste it just explodes with the barricade with a gunshot,
procedure damage_p_proc;
procedure damage_p_proc begin
explosion(tile_num(self_obj), elevation(self_obj), 90);
destroy_object(self_obj);
end
Lich said:Short tutorial: "How add new scenery"
1. First learn how make protos from Cool Jack tutorials
2. Using Datexplorer extract: data/art/scenery/scenery.lst
3. Put to this folder new graphic and add in end of list this graph name
4. Using mapper scroll right to end scenery and "edit" empty slot
5. extract: data/text/english/game/pro_scen.msg where edit name and description
(you can open and edit msg files by notepad)
Zaius238 said:
procedure spatial_p_proc;
procedure damage_p_proc;
procedure damage_p_proc begin
destroy_object(self_obj);
end
procedure spatial_p_proc begin
if (source_obj == dude_obj) then begin
script_overrides;
explosion(tile_num(self_obj), elevation(self_obj), 90);
end
end
mcrat.sslLich said:Unless i dont have any examples, did you seen any script which use such procedure?
procedure combat_p_proc begin
if (is_mutated_rat) then begin
if (fixed_param == COMBAT_SUBTYPE_HIT_SUCCEEDED) then begin
if (target_obj == dude_obj) then begin
poison(target_obj,random(POISON_MIN,POISON_MAX));
radiation_inc(target_obj,random(RAD_MIN,RAD_MAX));
end
end
end
end
I provided you with a wide span of ideas, I guess. Now I want something in return - the immersion!