Barricade

Lich

Water Chip? Been There, Done That
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

baric1.jpg
 
Ok, updated. Download if someone wish to use such scenery in own mod.
Maybe later i will made them more (it olways good to see some more junk in game)
 
Thats what I don't like (on the actual position), the rest is cool.

Bild1.jpg
 
Yep those barrels dont exactly give protection and if one of those barrels is fuel of toxic waste it just explodes with the barricade with a gunshot, but probably they are empty lol
But still nice barricade 8.2/10
 
How i install this? :(
Look an good Frm, and i want use in Fallout Mapper, but i dont know how...
 
steelsoldier said:
if one of those barrels is fuel of toxic waste it just explodes with the barricade with a gunshot,

You've been playing too much Doom.

Oh, wait. "Fuel".
 
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)


Barrels problem:

1. Without marked parts barricade could look worst: like one piece of melted junk.

2. Maybe they contain fuel? Barricade dont stop but slowly thier attack. And when they are near barrels you can kill many by one shoot.

Anyway i invent EXPLODING BARREL script, here is concept:

Doors are only scenery which can be shoot by gun (its hardcoded) so make barrel as woden "portal" obiect. Then place flaming barrel on map and move on the same hex normal barrel with script:

Code:
procedure damage_p_proc;

procedure damage_p_proc begin
explosion(tile_num(self_obj), elevation(self_obj), 90);
destroy_object(self_obj);
end

When you shoot on barrel he will disappear and you will see flaming barrel which was hidden under it. It look like you burn barrel by shoot it.

Unless am not sure why "explosion" command not work. Something wrong with that command, it work during use obiect but here not, why? And mapper crash when you give title number (instead of self_obj title) It could be great, because you could kill many enemies by shoot barrel.

Ofcourse its also possible to made advancement version: flaming barrel will appear other way: by create scenery pid on self_obj title number. Unless it need to count which is number of flame barrel pid, or create new scenery of flaming barrel. See this tutorial: http://blacksteel.nma-fallout.com/x45.html
 
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)

I not found the Scenary.lst! :shock:

http://i145.photobucket.com/albums/r227/Alexpb28/SceneryList.jpg
 
Explode command seem to not work during combat. But you must open battle when try to shoot barrel ..so it probably will never work. So i made few alternate experiments on the same idea and i invented BARREL TRAP

Here is concept: such barrel explode automaticly when you walk near. You need to add the same script on spatial under barrel and barrel which will disappear after explode (under normal barrel will be hidden flaming one) So when you walk close to barrel, it will explode like bomb causing large domage, and after explosion leave flaming barrel remains. I tested it and this version its work fine. Its good because you can add script to normal barrel scenery (it dont need to be wooden portal)

Script (the same script for spatial and barrel)

Code:
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
 
Anything related to combat should be scripted in combat_p_proc procedures. So, if you wanna your barrels exploding during the fight/shooting around, start tinkering with that one first.
 
Unless i dont have any examples, did you seen any script which use such procedure?

Only thing i found in Commands.doc

Combat:
Combat is occurring, and one of the combat sub-actions has occurred. These actions allow the script to react to combat (even though combat attack/etc. choices are actually handled in the engine). They are:
HIT_SUCCEEDED -- The scripts’ object successfully hit it’s target. This can be used to do extra damage (radiation, for example), or to count the attacks that succeed.
SEQUENCING – Combat sequencing is being checked (to see if critters want to enter/exit combat).
TURN – A combat turn is just about to start. You can override the default turn behavior here to prevent a critter from reacting to combat (or to cause them to do something special).
NONCOM_TURN – (UNUSED).
 
Lich said:
Unless i dont have any examples, did you seen any script which use such procedure?
mcrat.ssl
Code:
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
After the rat hit's its target successfully, the target will be poisoned and irradiated. This code could be put in the dude's script as well - when dude hits a barrel, it will go boom.

It could be used for AI too, but there are limitations - e.g. how should AI choose the right time to shoot a barrel (when?), which one etc... But this could be randomized somehow, I guess.

I provided you with a wide span of ideas, I guess. Now I want something in return - the immersion! :D
 
Code:
I provided you with a wide span of ideas, I guess. Now I want something in return - the immersion!

Thanx for help but this will never work and forget about it, because its bug in game engine. Explode command just dont work when combat is initialised. For example open sierra army map and walk on land mines near cannon.

This could be put to known game bugs, or tips and tricks:
Open combat mode and land mines in sierra army will not work!
 
Can't you just create a NPC barrel with 1 hp and when he dies, the death animation is the barrel exploding and add something to the map that if you're standing next to the barrel it hurts you?

Just giving ideas, I don't know anything about scripting so if it is imposible, sorry.

Bye
 
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