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Search found 18 matches
Duck and Cover Forum Index
Author Message
  Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
dude_obj

Replies: 33
Views: 19493

PostForum: Fallout Editing   Posted: Mon Apr 11, 2005 6:56 pm   Subject: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
were do I put my finiched scripts? And how exatly am I suposed to do with this to make things work?

When you configure FSE you point to your Fallout2.cfg file like this:



In the Fallout2.cfg ...
  Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
dude_obj

Replies: 33
Views: 19493

PostForum: Fallout Editing   Posted: Thu Apr 07, 2005 1:36 pm   Subject: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
The easiest way to compile scripts now is using Jargo's FSE (Fallout Script Editor), because in the latest version it includes everything (precompiler, compiler, and the editor itself). It doesn't get ...
  Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
dude_obj

Replies: 33
Views: 19493

PostForum: Fallout Editing   Posted: Wed Mar 16, 2005 4:19 pm   Subject: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
When people say ... make me what I need because I don't have time .... I don't think so. So your time is more valuable that mine? I already told you how to do it, this is the script source:

#includ ...
  Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
dude_obj

Replies: 33
Views: 19493

PostForum: Fallout Editing   Posted: Tue Mar 15, 2005 9:47 pm   Subject: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Uh yeah ... but what anyone needs to learn is how to use compile.exe (that comes with the mapper) ... not watcom.

Watcom is a generic C compiler. To "learn" watcom is completely out of the scope of ...
  Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
dude_obj

Replies: 33
Views: 19493

PostForum: Fallout Editing   Posted: Tue Mar 15, 2005 9:20 pm   Subject: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
It is misleading to keep calling watcom the compiler, and saying you need to learn watcom. That's a good way to confuse people. As I said, there is nothing to learn about watcom, since its is NOT the ...
  Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
dude_obj

Replies: 33
Views: 19493

PostForum: Fallout Editing   Posted: Tue Mar 15, 2005 8:51 pm   Subject: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
You keep saying watcom ... this doesn't do the compile ... all watcom does is precompile, which is merging the header files into the script source. The compile is done by the interplay compile.exe, wh ...
  Topic: Fallout 2: Wasteland Merc mod
dude_obj

Replies: 41
Views: 10626

PostForum: In The News   Posted: Sat Feb 19, 2005 7:57 pm   Subject: Fallout 2: Wasteland Merc mod
Andy's patcher doesn't touch the exe anyways, it loads it into ram and patches in ram.

You can disable movies with andy's FO2LC also, or the "short blank movies" ... here is one that works. If yo ...
  Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
dude_obj

Replies: 33
Views: 19493

PostForum: Fallout Editing   Posted: Tue Feb 15, 2005 2:40 am   Subject: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
When entering partial map script area Player Char say <snip>
A critter script when talked to it says:<snip>

You mean floating text? It is really easy to script those. Create a .msg fil ...
  Topic: Isometric, 1st person and Turn based combat.
dude_obj

Replies: 37
Views: 15253

PostForum: Fallout 3 and its add-ons   Posted: Mon Nov 08, 2004 3:32 pm   Subject: Isometric, 1st person and Turn based combat.
I'd like to be able to choose camera view based on my personal preference, or sometimes based on the situation. The turn-based combat in FO tends to make combat more strategic, but then real-time seem ...
  Topic: Help: No automatic ending of combat and combat rolls
dude_obj

Replies: 2
Views: 2665

PostForum: Fallout Editing   Posted: Tue Nov 02, 2004 5:41 am   Subject: Help: No automatic ending of combat and combat rolls
Looking at the script source code, the actual combat is not in the scripts. That means its in the engine, and the code that ends combat is not tweakable.

As for printing out combat rolls, the clos ...
  Topic: Fallout Modification Tools
dude_obj

Replies: 0
Views: 2552

PostForum: Fallout Editing   Posted: Mon Nov 01, 2004 12:07 am   Subject: Fallout Modification Tools
Here's a new summary page for modding tools:
Fallout Modification Tools

- View screenshots of each tool
- Read docs and notes for each tool
- Multiple sources for download
- Links to most recen ...
  Topic: A question of copyright...
dude_obj

Replies: 13
Views: 7413

PostForum: Fallout Editing   Posted: Sat Oct 30, 2004 4:44 pm   Subject: A question of copyright...
Well Interplay explicity said make sure there's no money involved. Ten bucks for a "free CD" that is worth 50 cents ... is not free.
  Topic: A question of copyright...
dude_obj

Replies: 13
Views: 7413

PostForum: Fallout Editing   Posted: Sat Oct 30, 2004 4:18 pm   Subject: A question of copyright...
Having money involved is asking for trouble. Although Interplay did say unoffially "you should be okay" as long as there is NO MONEY involved and you stick to the fallout license, they also said you d ...
  Topic: Worldmap extension.
dude_obj

Replies: 5
Views: 4079

PostForum: Fallout Editing   Posted: Tue Oct 26, 2004 10:16 pm   Subject: Worldmap extension.
Wow! 250 and 410MB! Those nasa images look very very cool. After looking at this stuff last I was thinking, what if the world map changed in the middle of your game? Say for example, some nukes drop ...
  Topic: Worldmap extension.
dude_obj

Replies: 5
Views: 4079

PostForum: Fallout Editing   Posted: Tue Oct 26, 2004 6:43 am   Subject: Worldmap extension.
Topographical maps would look pretty cool for the world map. I had these links from some GPS projects a long time ago, free topos:

http://www.topowest.com/
http://www.topozone.com/
http://130.166 ...
  Topic: Fallout Modification FAQ
dude_obj

Replies: 11
Views: 14489

PostForum: Fallout Editing   Posted: Mon Oct 25, 2004 1:27 am   Subject: Fallout Modification FAQ
I think I need update permissions because I want to update it frequently, and don't want to have to bother an admin for every update.

I tried pasting the whole thing in here but phpBB doesn't recog ...
  Topic: Fallout Modification FAQ
dude_obj

Replies: 11
Views: 14489

PostForum: Fallout Editing   Posted: Mon Oct 25, 2004 1:05 am   Subject: Fallout Modification FAQ
You can make it an official part as long as its easy for me to edit. Not sure what that means exactly, can I ftp it somewhere or do I have to use the phpBB to edit? Should I try just pasting the whole ...
  Topic: Fallout Modification FAQ
dude_obj

Replies: 11
Views: 14489

PostForum: Fallout Editing   Posted: Sun Oct 24, 2004 11:54 pm   Subject: Fallout Modification FAQ
I have sifted through all of the modding archives I can find, and picked out a bunch of useful reference information. Its now a Fallout Modification FAQ. If you think something should be changed or ad ...
 
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