Search found 88 matches

by quietfanatic
Wed Aug 04, 2004 2:05 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Creating New Weapon Sprites
Replies: 14
Views: 7314

Damn, I need photoshop to do anything. Oh well.

Thanks anyway!
by quietfanatic
Wed Aug 04, 2004 1:53 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Random!!
Replies: 8
Views: 3598

Random!!

A very obvious feature that I foolishly never noticed before is that when you specify a number in the quantity triggers, there is a random check box which enables you to set a range, from minimum to maximum. I believe that this gives us far greater flexibilty for emphasizing RPG elements using the e...
by quietfanatic
Wed Aug 04, 2004 9:39 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Nah, not worth the trouble. Although it might be useful for specific things like traders. I would still be very interested to see if your theory would work. Has anyone tested that yet?
by quietfanatic
Wed Aug 04, 2004 9:37 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: help needed...
Replies: 59
Views: 29100

Click on the entity edit field, then select an entity and press ctr+delete. You can also move them with the mouse, edit their properties or move them up and down levels with pg up and pg dn.
by quietfanatic
Wed Aug 04, 2004 9:33 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Dead Bodies Everywhere
Replies: 13
Views: 5373

I just tested the trigger I would use and it works. Condition player 'evil' has exactly equal to '5' deaths at anywhere Action deactivate player 'evil' This successfully removed their corpses, so I would suggest you just make lots of small goups so that when each wave dies, they are removed. Smaller...
by quietfanatic
Wed Aug 04, 2004 4:29 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: For Macbeth
Replies: 29
Views: 19361

They look very nice. Good job!
by quietfanatic
Wed Aug 04, 2004 4:04 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Dead Bodies Everywhere
Replies: 13
Views: 5373

I've never tested, but maybe you could try deactivating small groups of each individual player index as it dies.
by quietfanatic
Tue Aug 03, 2004 6:12 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Re: RE

Then all you have to do is set their level experience to 0. This reduces their level to 1, thus negatiting the multiplier, and they get to keep their stats you had previously given them. Do you mean that if I set the level to 18 in campaign.txt, then they will stay at level 1? If so, then they can ...
by quietfanatic
Mon Aug 02, 2004 5:41 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Thanks, that is useful and very interesting. It is abit annoying though. If I put the level up to say, 17, wouldn't it greatly increase the experience as well? (I wouldn't want that). If I give them too many shells, they may be encumbered, but I will give them some, even if they keep the infinite am...
by quietfanatic
Tue Jul 27, 2004 3:27 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Re: RE

me have error but I let people die if they go too far forward but give them good reward
by quietfanatic
Tue Jul 27, 2004 3:26 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Re: RE

I prefer to have fairly dangerous encounters so that you die if you are not tough enough, to stop you aroaming ala Fallout 2. I do not think that it would be very realistic if there is an encounter in an area later, but not initially. Still, I would still give a nice experience bonus.
by quietfanatic
Tue Jul 27, 2004 3:23 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Re: RE

I prefer to have fairly dangerous encounters so that you die if you are not tough enough, to stop you aroaming ala Fallout 2. I do not think that it would be very realistic if there is an encounter in an area later, but not initially. Still, I would still give a nice experience bonus.
by quietfanatic
Tue Jul 27, 2004 3:22 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Re: RE

I prefer to have fairly dangerous encounters so that you die if you are not tough enough, to stop you aroaming ala Fallout 2. I do not think that it would be very realistic if there is an encounter in an area later, but not initially. Still, I would still give a nice experience bonus.
by quietfanatic
Mon Jul 26, 2004 11:17 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Starting character inventory
Replies: 28
Views: 9193

I might as well use the origninal map then.
by quietfanatic
Mon Jul 26, 2004 10:02 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

I think it is most likely a bug. It would be pretty stupid to give people 0-50 shots randomly and anyway, they didn't have many shots. According to probablitiy, it must be a problem. Even though I have no idea as of yet how to fix it, I just gave them infinite ammo and made their weapons non-lootabl...
by quietfanatic
Mon Jul 26, 2004 9:54 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Starting character inventory
Replies: 28
Views: 9193

The only thing you'll have to watch out for is if the new map image is near to the original map's dimensions, if so you'll get invisible barriers where the mountains and lakes where on the original map. That is very interesting. Does that mean there is some way to create barriers such as oceans or ...
by quietfanatic
Sun Jul 25, 2004 1:35 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

No, I think that it is just that my computer doesn't like evil Brotherhood. The entities have everything they need to be able to use their weapons but sometimes, they just don't have any ammuntion. The main entity has a plasma rifle, high stats and 50 microfusion shells. Sometimes they do that is. I...
by quietfanatic
Sat Jul 24, 2004 10:38 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 16007

Encounter creation problem

Problem I tried to make a new random encounter, with 'Rebel' brotherhood troopers, but when I met them on my worldmap in game, they had little or no ammunition for their weapons. here is their entry in campaign.txt Rebels { "Rebels01_Medium;bad;2;3;true;A", "entities/Actors/Rebels/reb...
by quietfanatic
Thu Jul 22, 2004 1:14 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: World Map / Folder / File Name
Replies: 9
Views: 4502

I didn't use the same size map. Would that actually do anything wrong?
by quietfanatic
Thu Jul 22, 2004 1:08 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Global variable woes
Replies: 7
Views: 2993

In theory, if you tick the variable as 'campaign', it should be able to trigger actions anywhere in the campaign.

In my attempt at a campaign, I had the looping problem as well, does anyone know how to fix it?

I haven't actually tested campaign variables yet, as I am too busy.