Need old Bottlecaps sprite

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Red
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Post by Red »

Ahahah... I always thought that meant that if you brought it the nuke vehicle into the map and left (obviously on the exit grid), it would trigger the nuke.

I guess it was doucemented really. Man thoe aussies with their "rooves" and "helecopters" they have to use "nuke" instead of "clear" too...
...
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Post by OnTheBounce »

Red wrote:Ahahah... I always thought that meant that if you brought it the nuke vehicle into the map and left (obviously on the exit grid), it would trigger the nuke.
That's almost what I thought. I thought it would kill any/everything on a map once you left, as though a nuke had gone off or something. It's in the ReadMe, though.
Red wrote:I guess it was doucemented really. Man thoe aussies with their "rooves" and "helecopters" they have to use "nuke" instead of "clear" too...
Now you know why I get annoyed w/slang in public conversations. ;)

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RE:

Post by PaladinHeart »

I was hoping it was just something simple rather than the opposite. It seems MF went to extremes just to keep players from revisiting maps and completing lesser quests. That's just rude IMO. Especially with the mission where you get the guy his glasses. No sense in nuking that one. Heck. They nuke the trigger if you get his glasses BEFORE you talk to him. Course that's just a bug due to an oversight on their part...

I hadn't considered that my prefab wasn't listed in the campaign.txt file. It IS an old project entity. I'll have to try a custom made char and see if they still don't appear. Hopefully not. After all, if you don't have a single player spawn point then how does it know where to spawn the player?
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Re: RE:

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:I was hoping it was just something simple rather than the opposite. It seems MF went to extremes just to keep players from revisiting maps and completing lesser quests. That's just rude IMO. Especially with the mission where you get the guy his glasses. No sense in nuking that one. Heck. They nuke the trigger if you get his glasses BEFORE you talk to him. Course that's just a bug due to an oversight on their part...
I don't think that they went to extremes, it's more like they just didn't plan for the fact that the player might not want to do all the objectives in one visit. After all this isn't an rpg and in other games when you have mission objectives you don't tend to be able to progess until you've completed them. Most of the missions were planned to be completed before you leave the map, in fact plot wise it wouldn't make sense as most of the missions are time sensitive.

The closest to having a non linear mission was Quincy as they didn't set up the triggers properly IMHO, you only need to rescue the Mayor and her daughter to turn the exit grids on. If they hadn't of ticked nuke all triggers on exit for that mission, you'd be able to go away and return later to rescue the rest of the hostages but to do so wouldn't make sense plot wise. The Beastlords would just take the Mayor prisoner again or kill all the hostages while you were gone in retaliation for the deaths of their comrades.
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Re: RE:

Post by OnTheBounce »

[TBC]-PaladinHeart wrote:...if you don't have a single player spawn point then how does it know where to spawn the player?
BTW, do you have your Single Player Spawn set to spawn Player Index 1? If you don't the main character (pre-fab or not) doesn't show up, but the characters set to PI 1 will be there.

I remember someone was going to use this little feature to give the player control over another squad for one mission in the campaign, but I don't remember the exact outcome...

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There is no Single Player Spawn

Post by PaladinHeart »

Well I haven't placed the single player spawn yet. Do I have to place it for a campaign to work? Doesn't seem necessary so far.
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Re: There is no Single Player Spawn

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:Well I haven't placed the single player spawn yet. Do I have to place it for a campaign to work? Doesn't seem necessary so far.
I would think so for the player to be able to create their own character. If you're planning on having the player use the character of your making, probably not.
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Re: There is no Single Player Spawn

Post by PaladinHeart »

requiem_for_a_starfury wrote:I would think so for the player to be able to create their own character. If you're planning on having the player use the character of your making, probably not.
That's the general idea. Am I being mean?... Hmm.. Nahhhh.. :)

I'll try to make a prefab with a description that says your custom char won't appear on the map. Maybe that will be good enough.
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Re: There is no Single Player Spawn

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:That's the general idea. Am I being mean?... Hmm.. Nahhhh.. :)
In a word, Yes!

Maybe it's just me but half the appeal of the game is making your own character and seeing him/her develop. Using a prefabricated character in a standalone mission is one thing but I'm not sure I'd like to be stuck with someone else's creation through out a campaign. First thing I'd do would be to load up the editor : ) There's also the challenge of having set circumstances which only a character with the correct skills can complete. If the player hasn't created such a character then that option is closed to them and they have to find another way of completing the objective, which is something that cannot be fully realised in a standalone map.
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Hmm..

Post by PaladinHeart »

In any other case I would completely agree with you. However it is necessary for me to have a predetermined character for my campaign to work correctly. Both story wise and mechanics wise (plus I get to give him his very own tagname).

Don't worry. My campaign will be challenging enough without someone bringing a custom diplomat character.

Perhaps next time.
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Re: Hmm..

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:In any other case I would completely agree with you. However it is necessary for me to have a predetermined character for my campaign to work correctly. Both story wise and mechanics wise (plus I get to give him his very own tagname).

Don't worry. My campaign will be challenging enough without someone bringing a custom diplomat character.

Perhaps next time.
I was thinking more along the lines of scientists, energy weapons/heavy weapons experts. Highly charismatic and intellingent characters, or plain and stupid brawlers. There are other ways of working around the limitations of not being able to give the pc a tagname. For instance you could replace all the prefabs, (BTW does anyone know if modifying a prefab overwrites tagnames?) or you could give the main character an unique object that plot wise they must carry throught out the game, and have triggers to check if the said object is carried rather than checking for the players tagname. Or something along those lines. : )

Ah well, it's your campaign. Any clues to the plot? : )
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RE:

Post by PaladinHeart »

If you could keep a tag on a modified prefab that would be helpful. Although it wouldn't take into account which sex the player chose for their character. And neither do triggers. Although I haven't come to a point where that would matter anyway it would be kinda silly if I accidently said he or her or such and the player chose the opposite.

The plot? Well the character you get in your party is the only intelligent deathclaw in the game.

I'll just be vague about the rest of the plot for now :)
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Post by requiem_for_a_starfury »

Modified Prefabs can be tagged, which opens up a whole world of possibilities, like npc reactions based on gender. All the mapper need do is supply a basic male and female prefab and instructions in the readme for the player to use one of them and to modify them how they like.
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Post by PaladinHeart »

That's pretty cool. Thanks for the info.

That has a lot of potential too. Female super mutants, male super mutants, etc..

You could even have a completely different campaign based on if the player chose a raider, tribal, or even a robot!

Not that anyone would want to play as a robot. Unless you make a custom one that can get perks.
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Re: RE:

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:That's pretty cool. Thanks for the info.

That has a lot of potential too. Female super mutants, male super mutants, etc..

You could even have a completely different campaign based on if the player chose a raider, tribal, or even a robot!

Not that anyone would want to play as a robot. Unless you make a custom one that can get perks.
Yeah I was thinking along those lines as well. It'd take a lot of scripting though, for every optional prefab you supply you'd need to set up duplicate triggers. Though it would be interesting to play a campaign where you could play different factions.

Playing as robots in standalone maps is quite fun, take two of Max-V's Slaughter springs and Deathclaw Desert pt 4. Though in Deathclaw Desert pt 4 it would of been more fun IMHO if the robot had been a scurrybot or a floater, rather than a humanoid bot.
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Robots

Post by PaladinHeart »

The humanoid robots are pretty cool though. Im actually going to have one as the last character the player gets in my RPG. There will be a lot of item hunts just to make him better :)
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Re: Robots

Post by OnTheBounce »

[TBC]-PaladinHeart wrote:The humanoid robots are pretty cool though. Im actually going to have one as the last character the player gets in my RPG. There will be a lot of item hunts just to make him better :)
Um..."Oil Can!" comes to mind. :lol:

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Re: Robots

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:The humanoid robots are pretty cool though. Im actually going to have one as the last character the player gets in my RPG. There will be a lot of item hunts just to make him better :)
I didn't like the look of the humanoid bots, in general I'd of prefered that they had recreated the bots from the rpgs but out of all the new bots in FOT the humanoids fit the least into the Fallout atmosphere.
OnTheBounce wrote:Um..."Oil Can!" comes to mind. :lol:
: ) Hah :lol: : )
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Humanoid Robots

Post by PaladinHeart »

Well the newer Humanoid Robots have more personality than just a clunker robot. I never had the robot NPC from FO2 in my party though so I don't know how those would work.

I do agree though. The new robots don't really fit in well with the FO atmosphere as they are a bit too advanced. They are good for certain scenarios though, such as that from FOT.

They make good enemies for "disaster" type scenarios or for highly advanced technology. But for general encounters in the desert its kinda hokey. Esp the large behemoths.

Im not exactly innocent though. Despite using a lot of low-tech type areas in my campaign there will be a lot of high-tech places and equipment as well. That's what I feel the world of Fallout is though. Its modern stuff that does not really fit the genre. In particular WW2 type weapons etc.. and onward.

I just think all, or at least MOST, of the FO weapons should be completely futuristic or made up. Excepting of course spears and tribal age type stuff. The 10MM SMG totally captures the feel of FO, but something like a M-16 leaves a bit to be desired..
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