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Mapping & modding Fallout Tactics and reviewing maps thereof.
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Max-Violence
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Post by Max-Violence »

Hey, I've a GREAT idea! How's about a patch to fix the laggy play on Win ME machines? What a great idea!

/hope
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Red
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Post by Red »

Max_Violence (I'm sorry but that signature comment just begs it), they haven't patched to fix legfit bugs in a while, and you think they might patch to get a better performance?
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Post by Max-Violence »

No, I don't think they're going to, but I hope they will.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

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http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Post by Chaos Horror »

Someone told me to try posting this on this topic:

I was wondering if you could make a .zar pic show up in the pipboy readout?
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Post by Jimmyjay86 »

This topic is more or less a wishlist for FOT2 or a patch. The only zar you can see in the pipboy is the map. What are you trying to do?
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Post by Red »

There, made a new thread here, which documents how [I remember you're supposed] to use the img tag. Note that it might not work in the pipboy...
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Post by Flamescreen »

Thanks for helping our friend there, Red. It was I who encouraged him to post here, in case Section8 knew about it. It is also a questions thread after all...
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Weapon Damage multiplier

Post by GrimJim »

Does the Ammo usage also apply to Damage multiplier???
EXAMPLE:

MIN DAM: 15
MAX DAM: 20

SINGLESHOT:
AMMO USAGE:1
DAMAGE MULTIPLIER:1

BURST:
AMMO USAGE:5
DAMAGE MULTIPLIER:1.2


we'll just say the shots hit with the min damage(15)..
Now for singleshot its just 1(15x1)=15 damage.. But is burst damage 1(15x1.2)=18 or 5(15x1.2)=90??? seems like the ammo usages isnt really used for damage, is this correct :?:
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Re: Weapon Damage multiplier

Post by OnTheBounce »

GrimJim wrote:Does the Ammo usage also apply to Damage multiplier???
The Ammo Usage isn't directly applied to the damage that you do. Rather, it is the number of shots that are in a burst and each is resolved as a seperate attack. This is largely why low-damage, high-RoF weapons like the Minigun are worthless against a target w/high Damage Threshold, barring an Armor Bypass critical hit.

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Post by Max-Violence »

Does the "Fortune Finder" perk actually work? My guess is, "no," but I just want to be sure. What about Mysterious Stranger, Cautious Nature, Bend the Rules, Break the Rules, and Death Sense?

Also, in the Entity Editor, there's what looks like room for 10 additional perks. What's the deal?
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Vehcile weapons and other related stuff

Post by GrimJim »

I posted this stuff on NMA-fallout.com, but was told by some lil birdy :crazyeyes: to post them here insted, so here they are...

when i make a vehicle weapon, it wont show up on or near the vehicle, the only one that works is the tankturret......... I used "SPRAY" to adjust the space between the gunsprite so it would be next to the Vehicle, but doesnt show up in the game, why??
EXAMPLE: I adjusted the M60 to the left, then edited the BUGGY
weapon option to have a gunner and MAINWEAPON set to the M60 i just made, I made sure the image/sprite for the M60 was right and everthing, but it won't show up......... any help?


Is there a way you can make Turrets into vehicles, so that you can get in them and use them, like a "GunTurret" i don't want them to move around the map. Just want em like an GunInplacment can anyone help me out here?

I downloaded the 1.27 patch with the editor, but it only came with the map editor(campaign/entity/level), I downloaded a bunch of Sprite Editors like "Spray" and the others off of FREELANCER, but they won't view Actor/Turrets/Vehicle etc.. So, I need a GOOD Sprite "EDITOR" and any other thing that I might want to have, I plan on making some MODS/CAMPAIGNS.. So help me out here.
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Post by War Bringer »

doesn't the tankturret have as many frames as the vehicles?
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Post by OnTheBounce »

Max-Violence wrote:Does the "Fortune Finder" perk actually work? My guess is, "no," but I just want to be sure.
No, it doesn't. Have you found any money in Random Encounters lately?
Max-Violence wrote:What about Mysterious Stranger, Cautious Nature, Bend the Rules, Break the Rules, and Death Sense?
  • Mysterious Stranger: According to Ed Orman this was never enabled.
  • Cautious Nature: In the RPGs, this perk provided a bonus to your PE for purposes of determining your starting distance from opponents in Random Encounters. Unit placement in FoT REs is controlled by Spawn Points, not any character's PE. So this one "don't werk neether".
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Post by Red »

It's interesting... the turrets actually have 16 directions (like projectiles if I remember correctly), while the characters obviously have 8 and the vehicles 32...
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Post by Max-Violence »

OnTheBounce wrote:No, it doesn't. Have you found any money in Random Encounters lately?
No, but I was wondering if one were to make the entities that spawn in random encounters have money in their inventory, if the perk would boost the amount on 'em.

What about the others?
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Post by OnTheBounce »

Max-Violence wrote:What about the others?
AFAIK, those work.

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TWO GUNS?

Post by GrimJim »

Hey is there a way you could have it that you can use both hands/weapons at the same time, like duel hand guns???? something like that???
:2gunfire: :multi:
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"So you don't want to barter ah, that's ok, I'll just kill you then take it off your dead body =)"
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Re: TWO GUNS?

Post by OnTheBounce »

GrimJim wrote:Hey is there a way you could have it that you can use both hands/weapons at the same time, like duel [sic] hand guns???? something like that???
We crucify munchkins around these parts. ;)

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Post by Jimmyjay86 »

Hey speaking of munchkins, did we lose Section8 again? I guess it's the dead of winter in Australia right now - maybe he's hibernating under six-feet of snow? Do they have snow in Australia during the winter? When do the penguins fly north to Canberra?
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Post by Section8 »

Heh. I've been on holidays, and ducking the 'net. Plus I went to the snow (we don't get much of it, but we've got a few ski resorts.) Plus, penguins don't fly, they just climb into kangaroo pouches. :D

In reverse chronological order -

* No dual wield.

* I don't really know what perks are broken or not. Trial and Error works...

* Sprite rotations - sounds about right.

* Vehicle weapons - we never tried to implement anything other than a tank turret. Anything else can be fired from the passenger seats, and there's perk(s) related to vehicle gunnery, so it fulfilled all of our purposes.

* Usable turrets - *might* be possible with quite a lot of tweaking. I think it would require breaking the sprites into a "vehicle" and a turret, and you might need to replace the tank and it's turret altogether just to get it working, but it *might* be doable.

* Burst damage - exactly right. Each shot is resolved individually, then calculated first against Damage Threshold, and then Damage Resistance.
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