things i need for my campaign
things i need for my campaign
Hi everyone, I'm well into my way building my campaign, but i stopped working to try out the Awaken mod (which was totally great btw) i was totally impressed with all the FO1 & 2 items in the mod.
I seem to remember sometime ago a guy made a tutorial about speech trees in FOT, and he had these "yes" and "no" sprites which he used for the conversation. Do these sprites actually exist or am I dreaming ? I would really like to have something like that for my campaign... also, I haven't made it all the way through Awaken yet, and was wondering if the "Jet" sprite is in there?
I seem to remember sometime ago a guy made a tutorial about speech trees in FOT, and he had these "yes" and "no" sprites which he used for the conversation. Do these sprites actually exist or am I dreaming ? I would really like to have something like that for my campaign... also, I haven't made it all the way through Awaken yet, and was wondering if the "Jet" sprite is in there?
- requiem_for_a_starfury
- Hero of the Wastes
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The sprites are available from NMA.
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,
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- Vault Hero
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ok, I'm still getting a java script error stating that the server is invalid, is anyone else getting this message???
Also i'd like to ask one of you nice guys to whip up a blastable door sprite, don't worry about a fancy explosion graphic, just make the door dissappear when it's been blasted, right now if u blast a door, the door becomes a "ghost" door that u can see, but still run through. a nice blastable door or wall would make for some "polished" gameplay.
Also i'd like to ask one of you nice guys to whip up a blastable door sprite, don't worry about a fancy explosion graphic, just make the door dissappear when it's been blasted, right now if u blast a door, the door becomes a "ghost" door that u can see, but still run through. a nice blastable door or wall would make for some "polished" gameplay.
- Max-Violence
- Wandering Hero
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IIRC if you use certain door sprites, the door does actually disappear when destroyed. Only one I can remember right now is the Generic Wood 1 door.
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
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It's the two generic wooden doors and the flyscreen door that have a destroyed frame.Max-Violence wrote:IIRC if you use certain door sprites, the door does actually disappear when destroyed. Only one I can remember right now is the Generic Wood 1 door.
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,
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
It'd be nice to have some other destroyable doors, but I don't think it can be done with Spray, I've had a go at exporting the destroyed frame from one of the wooden doors and importing it into one of the other door sprites. All I end up doing is overwriting the default frame of the door. Maybe someone with some more experience in using Spray can have a go, but I think you'd need to export all the frames from a door and make a new sprite from scratch.
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,
- PaladinHeart
- Strider
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RE:
Id appreciate destoyable doors myself. Can you do a workaround and use a trigger to "disable" the doors after an explosion?
Yes, I need it for some metal ones. Wooden doors don't really work inside vaultish places :-/
Yes, I need it for some metal ones. Wooden doors don't really work inside vaultish places :-/
- requiem_for_a_starfury
- Hero of the Wastes
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Re: RE:
Not really, you could set a trigger condition to count the door's hit points, but non actor entities don't tend to go invisible when you set their player state to deactivate. The best you could do is as I did in Shootout at the Tripple H (when the Brahmin stampeded), move the door to a waypoint off the visable map. Though you have to be careful that the door doesn't teleport into a tile because apparently that will cause the game to crash.[TBC]-PaladinHeart wrote:Id appreciate destoyable doors myself. Can you do a workaround and use a trigger to "disable" the doors after an explosion?
Yes, I need it for some metal ones. Wooden doors don't really work inside vaultish places :-/
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,
- PaladinHeart
- Strider
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RE
Thanks. I'll have to remember that. Although I had problems moving certain entities around (namely containers I think) in the past.
I need to try more of the mods everyone has made. Its just bothersome that they are spread all over the 4 corners of the internet so I have to look for links here to find em :-/
I need to try more of the mods everyone has made. Its just bothersome that they are spread all over the 4 corners of the internet so I have to look for links here to find em :-/
- requiem_for_a_starfury
- Hero of the Wastes
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Re: RE
Most people send their work into DaC or NMA anyway, especially if like me they don't have a website of their own. Shouldn't be too hard to track them down.[TBC]-PaladinHeart wrote:Thanks. I'll have to remember that. Although I had problems moving certain entities around (namely containers I think) in the past.
I need to try more of the mods everyone has made. Its just bothersome that they are spread all over the 4 corners of the internet so I have to look for links here to find em :-/
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,