Of Armored Super Mutants and Energy weapons.

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Grey_Ghost
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Of Armored Super Mutants and Energy weapons.

Post by Grey_Ghost »

I don't know if this would be old news or not, I couldn't find anything on it using search.

FOT has Energy Weapons set to use normal rifle anims, but SM's Armored and otherwise do not posses these animations. Setting the weapons to use Heavy gun anims (Like they should be no?) works fully for the unarmored mutant, but only partially for the armored type. The standing fire sequence is missing the tag that calls for the weapons firing sound, same goes for crouching Minigun burst sequence. (BTW setting the Laser Minigun to use the Laser sound and not the minigun version works very well)

I couldn't get spray to open the file, so I did what I almost did a long time ago (called it quits after losing my entire mod work)...I opened it in a Hex editor. It's suprising just how easy it is to change the sprites anims in this manner. Now both armored and unarmored SM's can shoot their Energy weapons and Miniguns in all posistions with sound.

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Jimmyjay86
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Post by Jimmyjay86 »

Hmm, sounds useful. How exactly did you reorder the animations? I use Hex Editor XVI32 v2.51 to occasionally check things in sprites and tiles but it is sometimes difficult to know exactly what to modify. I assume maybe you take the entire block of data from an attack like "CROUCHATTACKHEAVYBURST" to the next attack and then move it elsewhere?
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Post by PaladinHeart »

I guess anyone that has played multiplayer knows about the super mutant & laser weapon problem :)

I hadn't noticed the missing sounds before. I'd love to fix that myself, but I have no hex editing experience.
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Jimmyjay86
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Post by Jimmyjay86 »

[TBC]-PaladinHeart wrote:I hadn't noticed the missing sounds before. I'd love to fix that myself, but I have no hex editing experience.
It's learn as you go and isn't as impossible as you might think. The hex editor I use has a separate window that shows the hex numbers converted to ASCII. Most of it is gibberish but you get some text that is used to mark the start and end of data like <sprite> or "CrouchAttackSpearThrow". Using a little simple logic mixed with fearless experimentation will get you far. Most of the changes I have been successful with have just been a matter of cut and paste.
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Post by Grey_Ghost »

My Hex editor doesn't do cut-n-paste, but it wasn't a problem. The sequence hex is as simple as it gets. Here is a pic showing what was changed. RED=BAD Green=GOOD

Image

Feels good to have mutants shooting Lasers at me... :blink:
Last edited by Grey_Ghost on Fri Aug 13, 2004 5:51 am, edited 1 time in total.
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Post by Retlaw83 »

My goodness that's sexy.
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Post by PaladinHeart »

Know of any good non-virus places to get a hex editor? I hate to look, knowing how much people hate stuff like hex editors, I figure they sneak viruses in a majority of them.
"For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. " -John 3:16

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Jimmyjay86
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Post by Jimmyjay86 »

[TBC]-PaladinHeart wrote:Know of any good non-virus places to get a hex editor? I hate to look, knowing how much people hate stuff like hex editors, I figure they sneak viruses in a majority of them.
Try this location for the one I use. It is pretty powerful and has relatively easy workings.
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Grey_Ghost
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Rocket Launchers

Post by Grey_Ghost »

I forgot all about the Rocket Launcher, it's sequence for all stances is not correct either. Use the unarmored Mutant for a reference. Oh and you need to extract all the rocketlauncherBLAH.wav's from the sound_0.bos and rename them rocketBLAH.wav for it to actually work for all character spr's. The amount of bugs in this game continues to suprise me.

Wish I could release a patch like utility that could fix the sprite by altering the HEX automatically, since 32 megs is a hefty chunk.

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