Help with medical kits required please.
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Help with medical kits required please.
It appears that when I re-installed FOT the medical kits, the paramedics bag, first aid kit, doctors bag and field medic kit were corrupted, it'll be quicker to make my own than re-install again but can someone tell me please the stats, weight, value, and number of uses etc please?
Edit I've been double checking and the ammo for the flamer and the 2mmEC ammo are also corrupted, IIRC these are all items overwritten by the patch. Hmm I wonder what happened there?
Ah well if I could have the stats for those two items as well please.
Cheers
Edit I've been double checking and the ammo for the flamer and the 2mmEC ammo are also corrupted, IIRC these are all items overwritten by the patch. Hmm I wonder what happened there?
Ah well if I could have the stats for those two items as well please.
Cheers
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- Max-Violence
- Wandering Hero
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1) Patch 1.27
2) Extract yer entities_0.bos, remembering to click "No" when asked if you want to overwrite anything.
Still problems? I just re-extract the offending entities from the bos file and that works every time.
...assuming you still have your bos files, of course...
I've noticed that the medit-type of entities (i.e. skill-consumable) and the 2mmEC & Flamer Fuel ammo entities are the most problematic.
2) Extract yer entities_0.bos, remembering to click "No" when asked if you want to overwrite anything.
Still problems? I just re-extract the offending entities from the bos file and that works every time.
...assuming you still have your bos files, of course...
I've noticed that the medit-type of entities (i.e. skill-consumable) and the 2mmEC & Flamer Fuel ammo entities are the most problematic.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
When I re-installed in the first place I unpacked everything and then installed the patch. I've deleted the corrupted ents and repatched, but no joy they were still corrupted, and unpatched versions in the .BOS file are corrupted as well. I can still use the kits that are already in the maps but I can't add them to people's inventories or place them on a map.
It'll be faster to create new entities than to uninstall and re-install everything, if someone can give me their stats.
Cheers
It'll be faster to create new entities than to uninstall and re-install everything, if someone can give me their stats.
Cheers
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- OnTheBounce
- TANSTAAFL
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::singing:: Here I come to save the day! ::singing::
Okay Requiem, here they are:
First Aid Kit:
Desc: firstAidKit; Wgt.: 2; Value: 600; Uses: 5; Skill: First Aid
Field Medic Kit:
Desc: fieldMedicKit; Wgt: 3; Value: 2,000; Uses: 8; Skill: First Aid (+20)
Doctor's Bag:
Desc: doctorsBag; Wgt: 5; Value: 5,000; Uses: 4; Skill: Doctor
Paramedic's Bag:
Desc: paramedicsBag; Wgt: 6; Value: 10,000; Uses: 4; Skill: Doctor (+20)
Cheers,
OTB
Okay Requiem, here they are:
First Aid Kit:
Desc: firstAidKit; Wgt.: 2; Value: 600; Uses: 5; Skill: First Aid
Field Medic Kit:
Desc: fieldMedicKit; Wgt: 3; Value: 2,000; Uses: 8; Skill: First Aid (+20)
Doctor's Bag:
Desc: doctorsBag; Wgt: 5; Value: 5,000; Uses: 4; Skill: Doctor
Paramedic's Bag:
Desc: paramedicsBag; Wgt: 6; Value: 10,000; Uses: 4; Skill: Doctor (+20)
Cheers,
OTB
"On the bounce, you apes! Do you wanna live forever?!"
- requiem_for_a_starfury
- Hero of the Wastes
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- OnTheBounce
- TANSTAAFL
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Er...Requiem, it's currently 38° C (100° F) here. I hate to break this to you...but I'm not wearing any trousers... 8Orequiem_for_a_starfury wrote:Thanks OTB, and that cape really suits you, but I'm not sure about the y-fronts over your trousers though. : )
Sorry, I don't have those. I know that the 2mm EC is set to "FMJ" ammo subtype, the count to "50"; and the Flamer ammo is set to "Flamer" subtype, the count to "10"; the rest I'm not sure about. Sadly NMA doesn't have any data on ammo for FoT, either.requiem_for_a_starfury wrote:Any chance of the stats for the 2mmEC and flammer ammo as well?
No problem.requiem_for_a_starfury wrote:Thanks
OTB
"On the bounce, you apes! Do you wanna live forever?!"
- requiem_for_a_starfury
- Hero of the Wastes
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- Joined: Tue Oct 29, 2002 11:13 am
It's currently 6 deg C (43 deg F) here in Suffolk with tomorrow expecting a high of 17 deg C (63 deg F) and we've been having thunderstorms, and hailstones big enough to set off all the car alarms this past week. Want to swap? : )OnTheBounce wrote:Er...Requiem, it's currently 38° C (100° F) here. I hate to break this to you...but I'm not wearing any trousers... 8O
Okay thanks for the help.OnTheBounce wrote:Sorry, I don't have those. I know that the 2mm EC is set to "FMJ" ammo subtype, the count to "50"; and the Flamer ammo is set to "Flamer" subtype, the count to "10"; the rest I'm not sure about. Sadly NMA doesn't have any data on ammo for FoT, either.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
This problem is easily solved of course by making new .ents for the offending medical kits and ammo types, but for posterity here's what I've found the problem to be:
Unpatched .ent files in question work fine in game (except for the medical kits, which don't seem to work during TB combat but are fine when not in combat) and can be added to inventories in the entity and level editors.
Patched .ent files work fine in game (medical kits are fixed to work during TB combat) but can't be added to inventory in the entity or level editor.
If one doesn't want to make brand new entities, all that needs to be done is have copies of both the unpatched and patched (1.27) .ents. When making a map or entities, use the unpatched .ent files. When you're ready to play, rename the unpatched .ent files to something else and use the patched .ent files.
Endocore
Unpatched .ent files in question work fine in game (except for the medical kits, which don't seem to work during TB combat but are fine when not in combat) and can be added to inventories in the entity and level editors.
Patched .ent files work fine in game (medical kits are fixed to work during TB combat) but can't be added to inventory in the entity or level editor.
If one doesn't want to make brand new entities, all that needs to be done is have copies of both the unpatched and patched (1.27) .ents. When making a map or entities, use the unpatched .ent files. When you're ready to play, rename the unpatched .ent files to something else and use the patched .ent files.
Endocore
- requiem_for_a_starfury
- Hero of the Wastes
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Hmm funny I never noticed any trouble when I had FOT installed previously, but perhaps I had overwritten the patched entities. I've created new entities from scratch, it seemed the neater solution.endocore wrote:This problem is easily solved of course by making new .ents for the offending medical kits and ammo types, but for posterity here's what I've found the problem to be:
Unpatched .ent files in question work fine in game (except for the medical kits, which don't seem to work during TB combat but are fine when not in combat) and can be added to inventories in the entity and level editors.
Patched .ent files work fine in game (medical kits are fixed to work during TB combat) but can't be added to inventory in the entity or level editor.
If one doesn't want to make brand new entities, all that needs to be done is have copies of both the unpatched and patched (1.27) .ents. When making a map or entities, use the unpatched .ent files. When you're ready to play, rename the unpatched .ent files to something else and use the patched .ent files.
Endocore
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,