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Reavers n' Rocket Launchers

Posted: Wed Apr 24, 2002 4:20 am
by Max-Violence
Has anyone else noticed that male "Reaver-Huge" actors can't use Rocket Launchers very well? Here's what I did:

Set up 4 actors - 2 Reaver-Huge actors (1 male & 1 female) and 2 normal Reaver actors (again, 1 male and 1 female) The two women and the male Reaver have no problems. The male Reaver-Huge, however, does.

He trys to shoot it, but every shot is a "dud." He's shown using the "fire the rocket launcher" animation over and over and over, but not once does a rocket actually fire.

In the end, I found out that male Reaver-Huge actors can only fire rocket launchers if the actor is in Crouched or Prone stance.

Wierd, ya?

If I keep this up, I'll discover all the bugs in FOT! :)

At least I hope so... in the hope that a certain game company will make a new patch with certain bugs fixed for a certain game.

Oh, and they could fix Make Picture while they're at it.

Like I said, I'm hoping...

:)

Posted: Wed Apr 24, 2002 9:40 am
by Section8
Right I know what that sounds like. The StandAttackRocketSingle sprite sequence is probably missing it's release point. However, I've checked the version of ReaverMaleHuge on our server, and it seems OK. I'm slightly puzzled.

Posted: Wed Apr 24, 2002 10:01 am
by Max-Violence
Right, so, where does that leave us mappers?

Oh, and "slightly puzzled" isn't quite the phrase I used when I discovered what was goin' on :)

If you could suggest a way to make it work (extracting/renaming/whatevering some file somewhere), I'd be all ears.

Any developments on the AI re-initialization issue?

Remember the Sound Issue, Too...

Posted: Wed Apr 24, 2002 12:45 pm
by OnTheBounce
Just in case everyone's forgotten, the Rocket Launcher doesn't make any sounds due to the WAV files having been misnamed. Rename the files as follows to fix it:

rocketlauncherOutOfAmmo.WAV = rocketOutOfAmmo.WAV
rocketlauncherReload.WAV = rocketReload.WAV
rocketlaunchersingle1.WAV = rocketSingle1.WAV
rocketlaunchersingle2.WAV = rocketSingle2.WAV

(Now this won't be lost when the other forum is shut down.)

OTB

Re: Remember the Sound Issue, Too...

Posted: Wed Apr 24, 2002 4:27 pm
by Viktor
OnTheBounce wrote:Just in case everyone's forgotten, the Rocket Launcher doesn't make any sounds due to the WAV files having been misnamed. Rename the files as follows to fix it:

rocketlauncherOutOfAmmo.WAV = rocketOutOfAmmo.WAV
rocketlauncherReload.WAV = rocketReload.WAV
rocketlaunchersingle1.WAV = rocketSingle1.WAV
rocketlaunchersingle2.WAV = rocketSingle2.WAV

(Now this won't be lost when the other forum is shut down.)

OTB
I wondered why the damn thing was so quiet!! Will change the files when I get home!!

Cheers OTB!

Re: Reavers n' Rocket Launchers

Posted: Wed Apr 24, 2002 4:35 pm
by Viktor
Max-Violence wrote:Has anyone else noticed that male "Reaver-Huge" actors can't use Rocket Launchers very well? Here's what I did:

Set up 4 actors - 2 Reaver-Huge actors (1 male & 1 female) and 2 normal Reaver actors (again, 1 male and 1 female) The two women and the male Reaver have no problems. The male Reaver-Huge, however, does.

He trys to shoot it, but every shot is a "dud." He's shown using the "fire the rocket launcher" animation over and over and over, but not once does a rocket actually fire.

In the end, I found out that male Reaver-Huge actors can only fire rocket launchers if the actor is in Crouched or Prone stance.

Wierd, ya?

If I keep this up, I'll discover all the bugs in FOT! :)

At least I hope so... in the hope that a certain game company will make a new patch with certain bugs fixed for a certain game.

Oh, and they could fix Make Picture while they're at it.

Like I said, I'm hoping...

:)
Should we have a "Known Bugs" topic in the main FO:T forum???

With regard to grenades and rocket launchers, I regularly see grenades and rockets thrown/launched by my PC, NPCs and enemies that just disappear into thin air - no sound/explosion/damage at all!!!

Have they found a 'code hole' in the map or did the combat engine just forget about them mid-flight?? As I often find my PC and NPC can 'see' an enemy in a level above/below in multi layer maps, my money's on the former reason.....

Posted: Wed Apr 24, 2002 6:20 pm
by Flamescreen
Section8 wrote:However, I've checked the version of ReaverMaleHuge on our server, and it seems OK. I'm slightly puzzled.
Is it possible you fixed this but forgot to include it in the finished version or the patches? If so, could you post a link for us to get it?
Good to see you still care for the game enough to check this forums. Thanks. Btw, any luck with Max's previous problem?

Posted: Wed Apr 24, 2002 7:30 pm
by Section8
Is it possible you fixed this but forgot to include it in the finished version or the patches?
Hmm, it's possible, and I've just tried it at home with te release version of 1.27, and had my Huge Reavers "dummy" firing, so I'll check the sprite versions, and see if there's a fixed one for you guys to have.
Good to see you still care for the game enough to check this forums. Thanks. Btw, any luck with Max's previous problem?
Not really, it seems as though Human to AI control does some strange things to characters.

Posted: Thu Apr 25, 2002 1:19 am
by Max-Violence
Section8 wrote:I'll check the sprite versions, and see if there's a fixed one for you guys to have.
Hey, thanks dude!

(It is dude, right? Not dudette? Boy, would my face be red :oops: )

But anyway, yea, it'd be useful to have a male Reaver-Huge that isn't a putz :)

All this sprite talk made me think of somethin':

Did you guys (The programmers/arteests @ MF) plan on having Civilians that can use weapons like normal actors, and then nix the idea, or was there no plan to have fully-made civies at all?

Oh, and why is it that Deathclaws can use lockpicks, but they can't use Doctor's Bag/First Aid kit? The two things are a lot alike, aren't they? Is it because Doctor's Bad and First Aid kits are required to use thier respective skills, where as lockpicks only bolster the skill?

Ah, I think I've reached the limits on what can be asked of the game's designers, so I'll shut up :)

...

For now...

Posted: Fri Apr 26, 2002 12:42 pm
by Section8
Hey, thanks dude!
(It is dude, right? Not dudette? Boy, would my face be red )
It's definitely dude. :)
All this sprite talk made me think of somethin':
Did you guys (The programmers/arteests @ MF) plan on having Civilians that can use weapons like normal actors, and then nix the idea, or was there no plan to have fully-made civies at all?
Civvies, BOS Scribes, BOS Elders and a few others have a cut down animation set (hand to hand, pistol, maybe melee) because they aren't intended as player characters.
Oh, and why is it that Deathclaws can use lockpicks, but they can't use Doctor's Bag/First Aid kit? The two things are a lot alike, aren't they? Is it because Doctor's Bad and First Aid kits are required to use thier respective skills, where as lockpicks only bolster the skill?
I'm not quite sure about that, it sounds to me like a hard coded multiplayer balance thing...

Posted: Mon Apr 29, 2002 5:42 pm
by Flamescreen
Does that include Vault 0 Dwellers? Having a pistol animation I mean. Cause I think there wasn't such an animation when I tried to create an entity VD. Also can you explain why they don't crouch, go prone in game? If I put them prone they don't stand up, if I have them standing,they don't go prone.Any way to fix this?
Also, could you check OTB's thread FoT and Dates, in the Modding Forum? I would also be interested in an answer, it would come handy for everyone, if there is a solution.

Re: Remember the Sound Issue, Too...

Posted: Tue Apr 30, 2002 4:09 am
by Chaos
OnTheBounce wrote:Just in case everyone's forgotten, the Rocket Launcher doesn't make any sounds due to the WAV files having been misnamed. Rename the files as follows to fix it:

rocketlauncherOutOfAmmo.WAV = rocketOutOfAmmo.WAV
rocketlauncherReload.WAV = rocketReload.WAV
rocketlaunchersingle1.WAV = rocketSingle1.WAV
rocketlaunchersingle2.WAV = rocketSingle2.WAV

(Now this won't be lost when the other forum is shut down.)

OTB
do i just go into the sound file to fix this?

Posted: Tue Apr 30, 2002 4:32 am
by Max-Violence
Just unzip those files from sound_0.bos and rename 'em as directed. I did it and the thing sounds pretty freakin' sweet. Very loud :)

Posted: Tue Apr 30, 2002 5:06 am
by Chaos
ok i renamed the files but i still only hear a sound once the stupid shell explodes i still dont here the gun

Posted: Tue Apr 30, 2002 5:31 am
by OnTheBounce
When you renamed them did you make sure that you did so exactly as indicated? The file names are case sensitive, so if you have a "s" where there should be an "S" it won't work.

OTB

Posted: Tue Apr 30, 2002 6:05 am
by Chaos
i copied each name right from your post using Ctrl + C

Posted: Tue Apr 30, 2002 8:33 am
by Max-Violence
The two rocketlaunchersingleX.wav files should be rocketlauncherSingleX.wav

I totally forgot about that little hiccup in my previous post...

My bad :P

Posted: Tue Apr 30, 2002 8:43 am
by Chaos
so wait should the file be named whats in front of the = or after the = in OTB's post??

Posted: Tue Apr 30, 2002 9:12 am
by OnTheBounce
The entry before the equal sign is what the files are named as they came w/the game. The entry behind the equal sign is what they should be renamed to.

OTB

Posted: Tue Apr 30, 2002 10:05 am
by Chaos
mine still doesnt work either way (I'm bummed)