Search found 36 matches

by Tc63
Wed Sep 08, 2004 3:30 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Addiction To Water?
Replies: 19
Views: 11559

ive made water and food items give you a plus to your heal rate or made it so they heal about 1 hit point every minute for about 10 minutes
by Tc63
Mon Sep 06, 2004 11:48 pm
Forum: Fallout 3
Topic: Name a SINGLE new feature you want in FO3.
Replies: 649
Views: 287012

OK, probably been said already, how about akimbo weapons? and better gang organization. And an more emphasise on collecting food and water to help you travel. Oh, and the ability to capture or tie up opponents.
by Tc63
Mon Sep 06, 2004 7:02 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Mod concept - anyone interested?
Replies: 32
Views: 26183

ah, thats it!! See, i was going to have a set of triggers that detect if a silencer is equipped, if one is (on the right gun) then the enemy comunication range is decreased massivly. So, the triggers would detect if you had both a silencer and the right weapon equiped it would decrease communication...
by Tc63
Mon Sep 06, 2004 6:58 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Addiction To Water?
Replies: 19
Views: 11559

or you could have a minus heal rate
by Tc63
Sun Sep 05, 2004 12:10 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Mod concept - anyone interested?
Replies: 32
Views: 26183

Fair enought about the action points thing, ive included it in my campaigns and found that you were still using the odd pistol right to the end for drivers and as secondary weapons. That might just be because of the odd nature of the campaigns though. Quote: What i found whilst playing FOT is that a...
by Tc63
Sat Sep 04, 2004 1:06 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Mod concept - anyone interested?
Replies: 32
Views: 26183

Hey all. M-16 : magazine capacity should be 30 the m16 in the game is the m16a1, as used in Nam, and did generally have a 20 round mag and the ability to fire on full auto. Some people mentioned about the QM? in all my campaigns i have actually made random/special encounters the main focus. For this...
by Tc63
Fri Aug 27, 2004 12:49 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: [ROE] spawn point.
Replies: 181
Views: 109908

try MGI video wave, thats what i used.

Ill help if you want
by Tc63
Wed Aug 25, 2004 7:10 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: RAD game tools (bink/ .bik) format
Replies: 35
Views: 85757

Wahay, im a scarf wearing noob now! Someone mentioned a download link for the vids i have made? I have not found any where reliable to host any of my files yet, but when i have ill post the link here. Im actually starting to go into full time education on stop animation and other media types, so tha...
by Tc63
Wed Aug 25, 2004 10:24 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: RAD game tools (bink/ .bik) format
Replies: 35
Views: 85757

How do you scale the sound to 400? I was succesfuly in getting videos to play, but no sound options I used worked. Ok, select the video you want to 'Binkize' and click "Bink It". now go to the bottom of the options screen to the audio bit. Now, FOT uses an older version of Bink to play vi...
by Tc63
Mon Aug 23, 2004 12:53 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: RAD game tools (bink/ .bik) format
Replies: 35
Views: 85757

hi all. I implemented a couple of bink videos into my Zombies! campaign a while ago and found that to get sound to work with the bink files you need to change the sound scaling (i think) to 400 or else audio wont play. This is because FOT uses an oldish version of bink to play the vids. I used plast...
by Tc63
Mon Aug 23, 2004 12:31 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Play wav action
Replies: 7
Views: 4780

Yeah, i tried using speech once, but it only seemed to play the accompanying music if it was a windowed speech event. whenever ive tried fiddling with the sound id box it messes up the game if i have it specified on a particular unit too. I think it was probably supposed to relate to a file like the...
by Tc63
Wed Aug 18, 2004 9:34 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Play wav action
Replies: 7
Views: 4780

To get the music to play i first made some CD entities with tagnames. Eg Name=Benny Hill theme tune CD Tag=Benny Then i gave the vehicle a tag name now i made up triggers like this for all my campaign maps and imported them into all the random ones too: Condition= Hummer1 has more than 1 itemtagged ...
by Tc63
Sat Aug 14, 2004 3:37 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Play wav action
Replies: 7
Views: 4780

Play wav action

Hello all In all my custom campaigns and single missions i have added both a new soundtrack and also the ability for the player to collect and use cds inside cd players, thus allowing him to play what ever music he wants when he wants, with the music blaring out of a speeding hummer. the only proble...
by Tc63
Tue Aug 10, 2004 11:06 am
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 15898

If you wanted to, you could probably put the mines into the random encounter enimies table. Ie, they would spawn like the randomly encountered enemies, so that thier placement is semi random. This could also be done with oil drums/containers etc, then you could say something like "you have come...
by Tc63
Sat Aug 07, 2004 5:26 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: For Macbeth
Replies: 29
Views: 19033

Itll take me a while to compile them at the mo, but there are going to be about 30 or so close combat weapons in it.

I also dont know where to upload it to, any ideas?
by Tc63
Sat Aug 07, 2004 12:53 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Interesting problem
Replies: 5
Views: 3578

maybe something happened in the editor regarding the "skillsPerLevel" box, this changes how many skill points you get when you level up
by Tc63
Sat Aug 07, 2004 12:50 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Dead Bodies Everywhere
Replies: 13
Views: 5330

i think that only about 70% of the bodies have "remove on exit" checked in some missions.
by Tc63
Sat Aug 07, 2004 12:49 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 15898

yes you can have infinite ammo miniguns, but to make it infinte amm, you need to change "ammo usage" to 0, which means whenever the minigun fires on "burst" it actually only fires one shot in that burst. I am using the supermutants as orks at the moment, but im hanging on, hoping...
by Tc63
Thu Aug 05, 2004 10:31 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Encounter creation problem
Replies: 35
Views: 15898

Replys to questions: 1A. Yes, which is what im having to do in another of my campaigns 1B. yep, just put in a load of crap in the entities list bit of the encounter 1C. yep, also true, a very long winded approach mind. you could also have 8 or so groups on each map, and have it randomly select which...
by Tc63
Thu Aug 05, 2004 10:20 pm
Forum: Fallout Tactics Mapping, Modding and Map Reviews
Topic: Starting character inventory
Replies: 28
Views: 9116

I agree with the editors being cut down versions. if you load up the tutorials you can see they used a couple of triggers that arnt available unless you load the tutorials triggers into another mission. I replaced all the startin items for my campaign, heres the list of them: Classic nuka cola axe h...