Search found 1798 matches
- Thu Dec 20, 2007 11:45 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: INDIANOS:My speech tree for Fallout Tactics
- Replies: 35
- Views: 42720
Fallout tactics needs about 0.5 sec extra time to work the triggers Which is why a timer system is useless for multiple choice dialog. A right speech tree must have what human says each time and the pipboy screen must display the name of the NPC you talked and have seperate screens for each differe...
- Thu Dec 20, 2007 6:57 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: mods?
- Replies: 11
- Views: 14348
- Thu Dec 20, 2007 11:52 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: INDIANOS:My speech tree for Fallout Tactics
- Replies: 35
- Views: 42720
Jeez grow up. When Lisac2k posted this idea on NMA back in April, I said then that it was a bad one, too much work and too easily broken. Guess what happened when I tried your demo... it broke... first time. I clicked on the npc and got the options and clicked again to choose the first option. That ...
- Wed Dec 19, 2007 8:00 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: INDIANOS:My speech tree for Fallout Tactics
- Replies: 35
- Views: 42720
Until now there are some known ways to have speech tree in Fallout tactics.The first is to use Zones to select your answer, the second is to drag items from your inventory(Yes and No entity.) and the third is to use the world text Actually using zones is to determine which squad member is talking t...
- Wed Dec 19, 2007 5:24 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: INDIANOS:My speech tree for Fallout Tactics
- Replies: 35
- Views: 42720
Magnum Opus' system is much much better. For a start it's relatively simple to set up, about 5 times less work per dialogue option and when you have a lot of dialogue options that's really going to make a difference to a modder. It doesn't need variables just to tell if a certain speech node has bee...
- Mon Dec 17, 2007 1:24 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Old Fallout fan, lost, need help for FTBOS
- Replies: 44
- Views: 95297
- Mon Dec 17, 2007 3:25 am
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Old Fallout fan, lost, need help for FTBOS
- Replies: 44
- Views: 95297
- Sun Dec 16, 2007 12:07 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Old Fallout fan, lost, need help for FTBOS
- Replies: 44
- Views: 95297
...and if you are saying this for a second time then this probably means you took its math. part for both a full squad and for just main character in combat; right?...which makes you %100 sure.Ok,then. I don`t believe, I`m not even that psycho at gaming :giggle: Yes, having spent the best part of 4...
- Tue Dec 11, 2007 5:48 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Old Fallout fan, lost, need help for FTBOS
- Replies: 44
- Views: 95297
but number of members matters for the base combat xp. for each character as I know.) Nope makes no difference, the game awards experience to your player index not individuals (other than any use of first aid, doctor, repair and science). This is part of the reason squad members continue to gain exp...
- Tue Dec 11, 2007 2:07 am
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Old Fallout fan, lost, need help for FTBOS
- Replies: 44
- Views: 95297
Caleb is right about the mathematics of the xp rewarding This was established long ago. The only xp that is awarded individually is for healing and repairing otherwise if you kill someone worth 10xp everyone gets 10xp no matter how many are in your party and if the reward for completing an objectiv...
- Sat Dec 08, 2007 8:02 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Old Fallout fan, lost, need help for FTBOS
- Replies: 44
- Views: 95297
It distributes more xp to your squad + is more easily managed. every once in a while i'd take a 4th for cannon fodder. The tough guy mode gives you extra xp, but the number of squad members makes no difference each member will get the same xp whether there's 1 team mate or 5. The only extra xp is f...
- Sat Dec 08, 2007 6:05 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Old Fallout fan, lost, need help for FTBOS
- Replies: 44
- Views: 95297
- Fri Nov 02, 2007 9:24 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Does anybody know the defaults?
- Replies: 6
- Views: 9636
- Fri Nov 02, 2007 8:57 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Does anybody know the defaults?
- Replies: 6
- Views: 9636
There's some info in this thread, http://www.duckandcover.cx/forums/viewt ... 5501#55501.
- Wed Oct 10, 2007 11:12 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Add Text To Debrief Window
- Replies: 10
- Views: 13316
Very much like this: That's a bad example, I hope that's just an example, because that trigger would get fired on just entering a map with a follower. I noticed that this was the only way to add extra additional text to the original debrief window, It's not the only way, just look at the original m...
- Mon Oct 08, 2007 11:56 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Add Text To Debrief Window
- Replies: 10
- Views: 13316
I'm not counting the deaths. It's not so much counting deaths as use the alive condition to tell how many people are in the party not their condition. The 'Alive' is a bit of a misnomer. if I knew the editor half as well as you, i could save days in play-testing time... LOL. ;) If you need help wit...
- Mon Oct 08, 2007 8:04 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Add Text To Debrief Window
- Replies: 10
- Views: 13316
I had problems with the condition 'player has exactly 0 alive NOT at zone' too, it wont fire if your squaddies are killed. That's the wrong condition. How to put this without sounding malicious, the 'alive' condition is just that for counting how many are alive or to put it another way how many are...
- Sun Aug 05, 2007 7:43 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: My Campaign problem...
- Replies: 7
- Views: 10693
Simple answer no one really knows. It's meant to be something to do with alpha channels but no one managed to get it working. Well Working claimed to have done so, but never released anything and he was using a map with the same dimensions as the original. I believe that the blockable areas and move...
- Sun Aug 05, 2007 11:38 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: My Campaign problem...
- Replies: 7
- Views: 10693
Re: My Campaign problem...
Then I created a file called mycamp it Fallout Tactics/core folder, created the tables and missions, and such files what the tutorial told to create. Your 'mycamp' folder needs to go directly in the Fallout Tactics folder at the same level as the core folder not inside it. C:\Program Files\14 Degre...
- Thu Jul 26, 2007 9:26 am
- Forum: Fallout Tactics and Other Spinoffs
- Topic: I need help about pipboy encounter
- Replies: 6
- Views: 27257