Search found 85 matches

by Jargo
Wed May 18, 2005 11:20 am
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35721

If you have script opened then press F8 or click on msg editor icon.
In msg editor cick on new file button and.....
Start writing

BTW use Add entry button to fast add new lines.
by Jargo
Tue May 03, 2005 2:34 pm
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35721

This error is caused by compiler being unable to find included file. Please check your path and filename in #include statements. Well it is an error from precompiler(watcom) it say that he can't find ..\headers\define.h and ..\headers\command.h files. Probably you moved your script to new location....
by Jargo
Fri Feb 20, 2004 6:50 pm
Forum: Fallout Editing
Topic: Music Query
Replies: 3
Views: 5706

make a your soundtrarck and convert it to acm format using snd2acm converter.
You can get it from FMC direct link here.

Then put your sound file in data/sound/SFX foder and ad it to Sndlist.lst.

You can olsow replace existing file. :giggle:
by Jargo
Thu Feb 12, 2004 8:27 am
Forum: Fallout Editing
Topic: Fallout Virtual Patcher
Replies: 6
Views: 12235

great :giggle:
by Jargo
Wed Feb 11, 2004 8:33 pm
Forum: Fallout Editing
Topic: Fallout Virtual Patcher
Replies: 6
Views: 12235

FVP is now updated.
Added line commenting feature and some memory bug fixed.
# is now line comment sign

Temaperacl see how this version is working.
Try to run FVP with clean fvp.ini.

Same link
by Jargo
Tue Feb 10, 2004 9:20 pm
Forum: Fallout Editing
Topic: Fallout Virtual Patcher
Replies: 6
Views: 12235

This error is from patcher or from game?
I think this is an api error, i see what can be done.
by Jargo
Tue Feb 10, 2004 12:48 pm
Forum: Fallout Editing
Topic: Fallout Virtual Patcher
Replies: 6
Views: 12235

Fallout Virtual Patcher

This is a simple memory patcher(loader etc..) for Fallout 2. It read patch data from FVP.ini and all changes are made in memory so file Fallout2.exe is not changed. Youc an get it from here How to use it? Put FVP.EXE and FVP.INI in main Fallout 2 folder and run FVP.EXE.... that's all How to add new ...
by Jargo
Tue Feb 10, 2004 12:39 pm
Forum: Fallout Editing
Topic: radiation / poison etc... and the skilldex
Replies: 2
Views: 7331

Im especially looking at changing ( or adding ) a new thing like poisoning or addiction, so I was wondering if anyone knows how to go about doing this, or if its even possible? You can change poison and radiation of a critter by script comand. Im also curious if its actually possible to add skills ...
by Jargo
Thu Feb 05, 2004 9:16 pm
Forum: Fallout Editing
Topic: B-team,falche2/fall2crk,FICinst,acklint mod compatabilities
Replies: 6
Views: 11175

falche will work ok with b-team mod instaled.
by Jargo
Thu Feb 05, 2004 12:07 pm
Forum: Fallout Editing
Topic: B-team,falche2/fall2crk,FICinst,acklint mod compatabilities
Replies: 6
Views: 11175

B-team and Klint should work ok together(B-team changes only scripts of all patry members and Klint is not one of them). Many have problems with Fame 1) It has problems with runing mods on XP 2)It will always give priority to patch000.dat files so many mods will not work. I think there is a patch re...
by Jargo
Sat Jan 31, 2004 5:33 pm
Forum: Fallout Editing
Topic: Stopping multiple giftings
Replies: 4
Views: 6351

I checked this code and it looks good.
Local variable may not work if they are not properly initialised.
Check if in scripts.lst # local_vars number for your script is 8 or more(since your local var has number 8).
by Jargo
Sat Jan 31, 2004 5:22 pm
Forum: Fallout Editing
Topic: Stopping critters attacking
Replies: 3
Views: 5401

No prob :)
by Jargo
Fri Jan 30, 2004 11:35 am
Forum: Fallout Editing
Topic: Stopping critters attacking
Replies: 3
Views: 5401

I see you made code ok. The problem with other vilagers attacking player is that Hakunin have same TEAM ID like others: TEAM_ARROYO . Change it to another and it should help. You can change it in mapper or in script like this: critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,7&#41...
by Jargo
Thu Jun 19, 2003 8:34 am
Forum: Fallout Editing
Topic: Defining weapon ammo qty on scripts.
Replies: 15
Views: 16155

it would create the item loaded to its maximum capacity, then would create the ammunition separate
Yes, I think weapons when created always have max ammo. :(
by Jargo
Thu Jun 19, 2003 8:30 am
Forum: Fallout Editing
Topic: Decompiler problems...
Replies: 3
Views: 8074

use Noid decompiler it is much better
by Jargo
Thu Jun 19, 2003 8:28 am
Forum: Fallout Editing
Topic: Cheating Utility
Replies: 10
Views: 9116

nice job :)
I have something similar but your mod is much better (more functions).
by Jargo
Tue Jun 17, 2003 6:40 pm
Forum: Fallout Editing
Topic: Defining weapon ammo qty on scripts.
Replies: 15
Views: 16155

Well If you want to add items to inventory you can simply use this: add_mult_objs_to_inven(WHO,ITEM_PID,NUMBER_OF_ITEMS); usage: add_mult_objs_to_inven(self_obj,8,1); //this will add 10 mm pistol to self add_mult_objs_to_inven(self_obj,29,100);...
by Jargo
Mon Jun 16, 2003 6:43 pm
Forum: Fallout Editing
Topic: Defining weapon ammo qty on scripts.
Replies: 15
Views: 16155

give_obj_weapon is not a function it is a macro. You can't use macros in noids compiler(only in oryginal compiler) This macro however does not add ammo to weapon, it only add weapon and ammo for it to critter inventory. Well, that is one of my problems, I can't find the scripts for the motion sensor...
by Jargo
Thu Jun 12, 2003 10:46 am
Forum: Fallout Editing
Topic: Fire Gecko skinning Mod
Replies: 0
Views: 3388

Fire Gecko skinning Mod

OK :wink:
At FMC site you can get Fire Gecko Skinning mod.

Now you can skin fire geckos if you have Gecko Skinning perk.

Direct link to Gecko sinning Mod

Thid mod was 'mostly' created for Locutus patch.
by Jargo
Wed Jun 11, 2003 10:32 pm
Forum: Fallout Editing
Topic: Defining weapon ammo qty on scripts.
Replies: 15
Views: 16155

He want to set ammo in weapon in script (in game) not the rounds etc in prototype.
Can you set that pistol will have only half of its ammo max qty using oryginal mapper :)