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Fallout Tactics tutorial: Guide to entities and ladders
 
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N/A posted by 95 Fri 30 Jul 2004, 2:18 PM
Farren's guide to entities and ladders - Part 1

Hello I am Farren and since Goldenbeast has been away/busy I am writing this tutorial on entities and ladders etc

Entities An entity is something you can manipulate or use in some way, for example a gun is an entity and a switch is and so is a door.

Making Your Own Entities The first thing you have to do is start the editor and go to entity editor. Then click new. Choose the type of entity, for this tutorial we will use a weapon.

Then click OK. After that click on weapon and choose weapon type, for this we will use Rifle. Then choose Magazine capacity, for this we will use 20. Skip projectile sprite.

Ammo type is to choose what type of ammo it uses for this we will use .303. Move on to weapon perk if you want it to be able to see in the dark click night scope but for this leave it on none.

Next minimum damage sets the minimum for this choose 10.

Maximum damage, for this tutorial set it to30. Damage radius is for blast weapons as this isn't leave it on 0.

Default base damage is to choose what type of damage it gives for this leave it on normal.

Default special damage is for if you want to make it knockover/stun/poison/radiate/normal leave it on normal.

Default ammo type makes you choose what ammo it chooses I suggest leaving it.

Sound type chooses the type of sound it makes. Put it on rifle

IF it looks like this good if it doesn't, email me at willatgamezone@aol.com

Ok DO NOT EVEN TOUCH DESTORY USER. Unless you want to make the gun kill its user

Names, do the same name for each of the windows for this tutorial we will use DAC. Image, choose a sprite (picture) for the gun for this we will use the M14.

Collectable, this is where to set the price and weight of the gun. For this tutorial we will make it weigh 7 and cost 2000 if you want to let the player be able to loot it check Loot able

Requirements. Attributes. Leave this. As it isn't necessary

Stats. This is where to set the minimums for you to use this weapon. For this tutorial we will set strength to 5 and leave the rest.

Leave the rest of the section as most of it is just to define the minimums and you can be VERY precise as to what requirements you want.

Effect. This is where you can make it up the users perception level etc. for this tutorial we will leave this.

Modifiers This is what you will spend most of your time in if you are making a drug, as like above we don't need this one for our DAC gun

Weapon Modes Finally we come to the fun stuff this is where you make the weapon modes.

First check Enable this mode

Display Name Weapons Skill, this is where you choose what type of weapon skill this weapon mode is for. This tutorial will have "Small Guns"

Animation Name this is the animation name for the weapon mode i.e. the name you see when you use the weapon

Range class. This will need some explaining so I will make this a chapter.

Hand2Hand This is close range within 1 hex off the target

Melee. Like above but with a range of 2

Thrown. Thrown (Ranged) use the maximum range to set this ones range

Short. Short range this is the standard one because the hit chance is best close and worse far off.

Long. The reverse of above

Scoped. For sniper rifles this will have a high hit chance

Long only is only long it isn't for short range i.e. it can't be used in a close range situation

For this tutorial we will use "Short"

Maximum range sets the longest range for this weapon for this tutorial we will use 35

Spread (Arc). For guns. This should be set at straight or none for a single shot. For burst set it to Burst spray is much like burst. Cone is for shotguns mostly because it is a spray of shell. Radial is something I haven't tried. This tutorial requires that we set it to Straight

Accuracy Bonus. This sets a bonus for hit percentage. The tutorial will have 10

Damage multiplier. Multiplies the damage set at the beginning by whatever you put here I think we should leave it at one.

Ammo usage sets the amount of ammo this mode uses, as this is single shot we set it to 1

Can call shot. This sets weather or not you can target this shot at a body part we will set this to yes.

Critical chance sets the critical chance you will have when using this mode we will set it to 10 Knockover chance is for putting a chance to knock the target over i.e. 100 would always knockover set this to 2

Action Cost type sets the action cost I suggest experimenting with this we will set this to Ranged Single

Impact effects sets a sprite to make the projectile have viewable trails like the gauss rifle does. Leave this blank for now

Has projectile sets weather you can see the projectile moving set this to no (don't click on it)

Destroy on use is for those pyromaniacs who want to gun to destroy and become inoperable after using this mode. Leave it for this.

Light Effect is what light you want this mode to make since this mode is single put it on SingleBulletLarge.

Impact sound effects is the sound it makes when it hits its target put this on bullet Well done if you made this weapon you can say that you made a weapon entity for Fallout Tactics: Brotherhood of Steel

If you have any questions email me Willatgamezone@aol.com

Or send an ICQ message to 121414653

Part 2 will be on characters and other entities

I won't write another article unless I have 75 email or ICQ messages. No sending twice. Also if you don't want to have another entity tutorial and want it on something else email again

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