EPA
- Stainless
- Living Legend
- Posts: 3053
- Joined: Thu Apr 18, 2002 5:52 am
- Location: Melbourne, Futureland
- Contact:
Scripting....
In Fo2 I always thought it had something to do with selected tiles, and when the player walked on them it triggered what ever script. Maybe something in an entitie editor for doors and nearby guards, and the like.
I'm very inclined to think that guards/monsters were set into forces groups, with a trigger making them hostile, etc.
(if this sounds wrong, remember it's only an assumption )
In Fo2 I always thought it had something to do with selected tiles, and when the player walked on them it triggered what ever script. Maybe something in an entitie editor for doors and nearby guards, and the like.
I'm very inclined to think that guards/monsters were set into forces groups, with a trigger making them hostile, etc.
(if this sounds wrong, remember it's only an assumption )
The EPA would be an interesting place to visit, indeed. It would probably contain new info on FEV(Yikes!) and have a sort of Area51 feeling combined with 1950's gadgets. Huge underground complex with 7 sub-levels, cool.
Maybe that could be a location in Fallout 3. Can't afford to waste them nice locations these days...
Maybe that could be a location in Fallout 3. Can't afford to waste them nice locations these days...
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- Scarf-wearing n00b
- Posts: 29
- Joined: Sun Aug 11, 2002 4:13 am
Sublevels - ehrm...
It would be PAINFULLY futile for me to even consider giving EPA a whirl... since I am brain-damaged when it comes to arcane modding stuff... But... Ehr... OK for the fifties style, Vasikka...and the gadgets and all... But how about having 3 sub-levels instead of seven, and showing a lot of derelict buildings on the surface... look like a derelict Chicano barrio in Texas in the 50's... or a Tenessee trailer park... showing that people who had it rough before the war, STILL have it rough... Maybe a feudal-type community outside of the monestary, just like the middle ages... and they get constantly raided by biker gangs (who don't have bikes of course... they just run up and down what's left of the freeway), and when the Player Character gets there, an alarm sounds: The Bikers are coming! The Knights of Anarchy are coming! Gary freakin' Coleman is coming! And so the player character takes refuge with the people who live around the monastery inside the monastery walls... and can either take care of the biker threat, or be suspected a spy and trailed in a Middle Ages witchcraft kind of trial - A mix job between Monty Python's Quest for the Holy Grail and a lot of Hillbillie references...
I'm the genuine "Gun In a Can" Man!!! Not to mention Hard Boiled.
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- Scarf-wearing n00b
- Posts: 29
- Joined: Sun Aug 11, 2002 4:13 am
I might, not yet. Thanks for the offer.
Working on the outside as we speak.
The HARDEST thing with this mod/add-on is that I might have to change the surrounding areas so that they could co-exist with a location that shouldn't be there. I might have to put some new people in some old cities or make some new creatures.
Damn.
Expect a test version by Christmas.
Working on the outside as we speak.
The HARDEST thing with this mod/add-on is that I might have to change the surrounding areas so that they could co-exist with a location that shouldn't be there. I might have to put some new people in some old cities or make some new creatures.
Damn.
Expect a test version by Christmas.
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- Scarf-wearing n00b
- Posts: 29
- Joined: Sun Aug 11, 2002 4:13 am
(sorry about the spam - I just gotta add something to get my point across) Good luck... mapping can't be easy... especially if you have to stick to an overall plan made by someone else a long, long time ago (in this case Black Isle's maps-to-get-scrapped)...
I'm the genuine "Gun In a Can" Man!!! Not to mention Hard Boiled.
- Purple Tentacle
- SDF!
- Posts: 6
- Joined: Sun Nov 17, 2002 6:53 pm
- Location: Newcastle, Australia
- Red
- Hero of the Glowing Lands
- Posts: 2085
- Joined: Wed May 15, 2002 11:58 am
- Location: Nowhere (important anyway)
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There are still issues though but the thing is it's not figurred out yet. All wall tiles have 3 values which aren
't set when you place them, and I think a thread in the FO1/2 editing forum talked about the walls not working properly until you fill these values. The editor doesn't support automatically putting thses values making it quite time consuming to do walls...
Only the person was wrong in the thread that is.
't set when you place them, and I think a thread in the FO1/2 editing forum talked about the walls not working properly until you fill these values. The editor doesn't support automatically putting thses values making it quite time consuming to do walls...
Only the person was wrong in the thread that is.
...