Moding/adding attack effects, giving char unique melee atk.

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Moding/adding attack effects, giving char unique melee atk.

Post by Burnov »

Is it possible to add specific effects aside from stun, poisoning. Etc to attacks? Such as breaking particular parts of the body, if scored critical?


Furthermore is it possible and if so; how do you apply unique melee attacks to characters? The operative word being unique. As in making my own and not editing the defaults so everyone has access to the same melee attacks.
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Re: Moding/adding attack effects, giving char unique melee a

Post by requiem_for_a_starfury »

Burnov wrote:Is it possible to add specific effects aside from stun, poisoning. Etc to attacks? Such as breaking particular parts of the body, if scored critical?
Someone correct me if I'm wrong but I'd think you'd need to edit the source code to be able to do something like that.
Burnov wrote:Furthermore is it possible and if so; how do you apply unique melee attacks to characters? The operative word being unique. As in making my own and not editing the defaults so everyone has access to the same melee attacks.
You can try and make unique kicks/punches, the robot weapons and roach spits are all unique kicks, by editing the existing files and then equipping a prefab character with them but that would probably only work if you had no other type of weapons in the game. If you want to add unique melee attacks then you'd be probably better off creating something like an unique powerfist, as Max-Violence did in his Deathclaw Desert maps, or other unarmed weapons with whatever new attacks that you wanted.
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Post by Burnov »

Someone correct me if I'm wrong but I'd think you'd need to edit the source code to be able to do something like that.


Then obviously not. Thanks for the tip.

Hm. So I'm to assume that it is in fact not possible to just give a prefab character his own set of melee attacks. I don't want to edit existing attacks as previously mentioned. Is it possible or not to just create a melee attack and then give it to a prefab? It won't turn into an item or something stupid like that?
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Post by requiem_for_a_starfury »

Burnov wrote: Hm. So I'm to assume that it is in fact not possible to just give a prefab character his own set of melee attacks. I don't want to edit existing attacks as previously mentioned. Is it possible or not to just create a melee attack and then give it to a prefab? It won't turn into an item or something stupid like that?
Basically you can equip the player with new attacks but they are going to be lost when you equip something else. If they haven't got an inventory sprite you wouldn't be able to re-equip them.
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Post by OnTheBounce »

There may be a way to equip a prefab w/special unarmed attacks w/o modifying the existing ones.

This is a hypothetical solution, one that I was thinking of when Ed the Monkey posted a similar problem, but I haven't experimented w/it to see if it would work.
  1. You will need to set up your prefab as a Unique Humanoid or Unique Other.
  2. Change the line corresponding to that race in the the "races.txt" which is located in core/tablesYou'll have to add an entry for your new entity/entities in order for them to be included. Then you'll have to change the lines for both kick and punch to be included w/that race.
  3. Now open the "race.txt" in core/locale/game and edit the display name for the race you're modifying to something that suits your goals/tastes.
If you have any questions, post again and I'll try to clarify anything you're having problems with. While I have no real use for this concept in my own work, I would like to know if my solution works.

RfaSF is correct in that other weapon effects like the ones you described would require altering the game's code. They are beyond the reach of the toolbox at our disposal at this time.

Cheers,

OTB
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Post by requiem_for_a_starfury »

OnTheBounce wrote:There may be a way to equip a prefab w/special unarmed attacks w/o modifying the existing ones.

This is a hypothetical solution, one that I was thinking of when Ed the Monkey posted a similar problem, but I haven't experimented w/it to see if it would work.
  1. You will need to set up your prefab as a Unique Humanoid or Unique Other.
  2. Change the line corresponding to that race in the the "races.txt" which is located in core/tablesYou'll have to add an entry for your new entity/entities in order for them to be included. Then you'll have to change the lines for both kick and punch to be included w/that race.
  3. Now open the "race.txt" in core/locale/game and edit the display name for the race you're modifying to something that suits your goals/tastes.
If you have any questions, post again and I'll try to clarify anything you're having problems with. While I have no real use for this concept in my own work, I would like to know if my solution works.

RfaSF is correct in that other weapon effects like the ones you described would require altering the game's code. They are beyond the reach of the toolbox at our disposal at this time.

Cheers,

OTB
I've been trying to do this OTB, I've made a new species of critter and can get them to use existing attacks which I've edited but not the new one I've added to the races.txt. If I equip them with the new attack in the editor then they will use it.

Edit. Taken another look at this and found out what I'm doing wrong. When I create new entities for a map I usually stick them in a new folder so that they don't overwrite existing entities. But the races.txt looks for the kick & punch entities in the weapons folder so new kicks & punches need to go in their respective folders for the game to find them. Guess that means I'm going to have to set the map up using the -path format.
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Post by OnTheBounce »

requiem_for_a_starfury wrote:Guess that means I'm going to have to set the map up using the -path format.
You must learn and love the -path method, lest the modding gods take displeasure with you and much weeping and gnashing of teeth occurs!

I haven't screwed around too w/any of the race-related text files due to them having no real place in my own work. However, if anyone unravels the mysteries we're talking about they should post the results here and/or write up a tutorial related to it. While this isn't quite as serious -- by a long shot -- as sitting on a cure for cancer we will all benefit from a "share and share alike" mentality.

Cheers,

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Post by Burnov »

Hm... can anyone perhaps tell me which fields I must add to in order to create my own race? I think I have the general idea. However I am unclear in some respects.

This area has posed a bit of a question that I cannot determine the answer.

The area near the top where the list starts with this bit:
races = {

{ {BOS}, {Humanoid}, {Human}, }, // 0
{ {Ghoul}, {Humanoid}, {Ghoul}, }, // 1

... etc Do I add in anything here? I'm assuming I would. Furthermore does this: "//1" specify anything or does the two forwardslashes represent something that is commented out?

Then I've another question regarding this:

usable_races = {
"BOS", "Mutant", "Deathclaw", "Ghoul", "RobotHumanoid", "Dog" }

Do I add anything here?

Does attack type cost listed in the entity editor determine how many AP the attack will use?


I'm probably trying to do too much too soon. However I'm one of these crazy people that if given the opportunity to edit I must edit the hell out of the game before I even play it much otherwise I'll not enjoy it.
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Post by requiem_for_a_starfury »

Burnov wrote:Hm... can anyone perhaps tell me which fields I must add to in order to create my own race? I think I have the general idea. However I am unclear in some respects.

This area has posed a bit of a question that I cannot determine the answer.

The area near the top where the list starts with this bit:
races = {

{ {BOS}, {Humanoid}, {Human}, }, // 0
{ {Ghoul}, {Humanoid}, {Ghoul}, }, // 1

... etc Do I add in anything here? I'm assuming I would. Furthermore does this: "//1" specify anything or does the two forwardslashes represent something that is commented out?

Then I've another question regarding this:

usable_races = {
"BOS", "Mutant", "Deathclaw", "Ghoul", "RobotHumanoid", "Dog" }

Do I add anything here?

Does attack type cost listed in the entity editor determine how many AP the attack will use?


I'm probably trying to do too much too soon. However I'm one of these crazy people that if given the opportunity to edit I must edit the hell out of the game before I even play it much otherwise I'll not enjoy it.
I haven't actually tried but I wouldn't of thought that you can create a new race that way, just as you can't add new ammo types by just adding to the list. Races are hard-coded in respect to sprites, which is why you can't wear reaver, raider etc armours. Maybe you could add a new race type via BOSEE? The way I'm creating a new race is as OTB said, create a new Unique humanoid/other and change it's display name.

The only trouble is if you want to add 2 new races. Adding one new humanoid and one new non-humanoid race is fine, but adding 2 new humanoid or 2 new 'other' race types can cause problems as they will use the same default attacks.

Adding new kicks and punches is fairly easy, just create a new weapons entity (or edit an existing one) save it with an unique name in the correct folder, ie newpunch1 in the entities/weapons/Punches folder or newkick1 in entities/weapons/Kicks. Then open up the races.txt in the core/tables folder and as OTB said add the entity to the list like so;

Unarmed Punching Entities
punch_entities = {

"punchError", // 25
"newpunch1", // 26
}
The name in the quotes is the entity name not the display name and is case sensitive. Then you need to edit the punch (or kick) table

punch_table = {
// race punch_entity level unarmed str ag

{ 0, 26, 20, 150, 5, 7}, // BOS

It's being compressed by the forum but basically when you add a new line the first number is the race then the number of the new attack, then the level required to gain the attack, the min requirements of strength and agility.

The only problems I've had so far are with new spit attacks or weapons for the robots, if the sprite you are using doesn't have the right animations it won't use the new attack.
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Post by OnTheBounce »

Burnov wrote:The area near the top where the list starts with this bit:
races = {

{ {BOS}, {Humanoid}, {Human}, }, // 0
{ {Ghoul}, {Humanoid}, {Ghoul}, }, // 1

... etc Do I add in anything here? I'm assuming I would. Furthermore does this: "//1" specify anything or does the two forwardslashes represent something that is commented out?
The numbers behind the slashes represent the index number that the race has been assigned. They are placed behind the slashes so that the game does not read the numbers. They are there simply as reference for anyone reading the file.
requiem_for_a_starfury wrote:The only problems I've had so far are with new spit attacks or weapons for the robots, if the sprite you are using doesn't have the right animations it won't use the new attack.
One thing I thought of a while ago regarding these animations is to set up a weapon w/six modes (0-5) and assign each one a different animations. Keep track of which mode is set to what animation. Then set up actors under your control on a test map that are equipped w/this test weapon. You can then cycle through modes and take note of which animations work for which sprite type. I can't recall exactly how many animation names there are, so it may take two weapons.

The other -- quicker -- method is to simply "monkey-see-monkey-do" the whole job by looking at weapons that were set up for various races. This will, however, not reveal exactly which animations are available to a sprite.

Yet another version would be to have a look at a sprite for a race using RedViewer and seeing what animations are there. However, I'm not sure about naming conventions so that may be a red herring.

Cheers and Good Work,

OTB
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Post by requiem_for_a_starfury »

OnTheBounce wrote: Yet another version would be to have a look at a sprite for a race using RedViewer and seeing what animations are there. However, I'm not sure about naming conventions so that may be a red herring.

Cheers and Good Work,

OTB
I've been using RedViewer, a most handy tool, as well as general trial and error but so far I've not been able to achieve the effect I wanted. I'm not actually going to use them in any map I've got under way but if anyone can get a scurry bot to use a flamer please let me know.
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Post by Burnov »

On the bounce wrote this:
You will need to set up your prefab as a Unique Humanoid or Unique Other.


Change the line corresponding to that race in the the "races.txt" which is located in core/tablesYou'll have to add an entry for your new entity/entities in order for them to be included. Then you'll have to change the lines for both kick and punch to be included w/that race.



The first bit I didn't do. The second part I did try and do and it didn't show up in the editor.

Req, you wrote this:

I've been trying to do this OTB, I've made a new species of critter and can get them to use existing attacks which I've edited but not the new one I've added to the races.txt. If I equip them with the new attack in the editor then they will use it.

You -then- said this...
I haven't actually tried but I wouldn't of thought that you can create a new race that way, just as you can't add new ammo types by just adding to the list. Races are hard-coded in respect to sprites, which is why you can't wear reaver, raider etc armours. Maybe you could add a new race type via BOSEE? The way I'm creating a new race is as OTB said, create a new Unique humanoid/other and change it's display name.

This is basically what I said I was trying to do and you said it wasn't possible in one of your posts. So I'm confused now. Aside from "adding" an entry for a new race in the races.txt

I'm quickly getting confused here. What is BOSEE? Fuck. This is almost not even worth the trouble. Furthermore it seems that when you acquire two new puches/kicks the previous ones are removed. What's up with that? The melee combat model leaves a lot to be desired. That basically removes any potential for unique moves that shouldn't be used regularly.
I recall in fallout 2 you could have multiple types of melee combat moves. What the hell did they do to the fallout system in tactics for christ sakes. They butchered it.
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Post by Red »

Using Red!Viewer looking at the animation/sequence list you can know which weapons are supported by which sprites.
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Post by requiem_for_a_starfury »

Burnov wrote:On the bounce wrote this:
You will need to set up your prefab as a Unique Humanoid or Unique Other.


Change the line corresponding to that race in the the "races.txt" which is located in core/tablesYou'll have to add an entry for your new entity/entities in order for them to be included. Then you'll have to change the lines for both kick and punch to be included w/that race.



The first bit I didn't do. The second part I did try and do and it didn't show up in the editor.
How do you mean didn't show up in the editor? Default attacks aren't shown equipped.
Burnov wrote:Req, you wrote this:

I've been trying to do this OTB, I've made a new species of critter and can get them to use existing attacks which I've edited but not the new one I've added to the races.txt. If I equip them with the new attack in the editor then they will use it. Then I edited my post and added that I found out what I was doing wrong, that the new attacks have to go in a specific folder and can't be put anywhere like some other weapons entities.

You -then- said this...
I haven't actually tried but I wouldn't of thought that you can create a new race that way, just as you can't add new ammo types by just adding to the list. Races are hard-coded in respect to sprites, which is why you can't wear reaver, raider etc armours. Maybe you could add a new race type via BOSEE? The way I'm creating a new race is as OTB said, create a new Unique humanoid/other and change it's display name.

This is basically what I said I was trying to do and you said it wasn't possible in one of your posts. So I'm confused now. Aside from "adding" an entry for a new race in the races.txt
From your post it sounded like you were trying to add a whole new race to the races.txt in the tables folder. There are 2 files 'races.txt' in core\tables and 'race.txt' in core\locale\game. In core\tables\races.txt you need to add your new weapons entities to the relevant lists, keeping the same layout. Then you change the entry for which ever race so that they use the new attack. In core\locale\game\race.txt if you have added a new unique character you need to add a line name_newcharacter = "newname" the part name_newcharacter is the display name you have given the entity and is case sensitive, the text in quotes is the name you will see in game.
Burnov wrote:I'm quickly getting confused here. What is BOSEE? Fuck. This is almost not even worth the trouble. Furthermore it seems that when you acquire two new puches/kicks the previous ones are removed. What's up with that? The melee combat model leaves a lot to be desired. That basically removes any potential for unique moves that shouldn't be used regularly.
I recall in fallout 2 you could have multiple types of melee combat moves. What the hell did they do to the fallout system in tactics for christ sakes. They butchered it.
BOSEE is an entities editor from Dr_w95 released by the Mod Squad (I hope I got that the right way round) I use it primarily to add new ammo types and link weapons to them. Yes new attacks replace the old ones, to keep the old attacks you would need to create your weapons entity so that each alternate mode is used, each one an older attack.
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Post by Red »

Way I see it The Mod Squad is 6 feet under, and I like to call it "Dr. W95's BOSEE".

We all more or less went our own ways in the TMS team since all the developers were too stubborn to listen to the team leader.
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Post by Burnov »

No. Heh. Ok. I'll try to be a bit more specific. This is exactly what I did.


I created a new race in the races.txt file. So if it -was- (keyword being "was" since you can't define a new race, right?) a valid race. It would have been race number 46. Right after the one called "Unique other". Since I had created my race then I added my race to the punches and kicks table with the relevant data.


After that I wanted to fire up the editor and load up my prefab character and change his race to the race I had just created (within the editor of course). However. My newly defined race did not show up in the edtior (surprise surprise).

If what I did was the wrong way to go about it. Then what is? How would using unique other as a race work at all? It's an object and not a humanoid... Questions, many questions....
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Post by requiem_for_a_starfury »

Burnov wrote:If what I did was the wrong way to go about it. Then what is? How would using unique other as a race work at all? It's an object and not a humanoid... Questions, many questions....
Unique Humanoid for Humanoid Races, Unique Other for everything else including critters and objects. For example the Uber Roach in Preoria is an Unique Other.
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