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Getting Equipment

Posted: Fri Mar 14, 2003 11:34 pm
by PaladinHeart
BTW when I say shotgun I mean like caws, pancor, or neostead. You can get these early by wondering around the map and encountering merchants and giving them too many drugs. I know, its pretty vicious but this game is very harsh on hardest diff/tough guy. Just do the missions as effectively as you can without losing too many of your useful people. Don't worry about killing everything. You can always come back later if needed. Heck, sack entire towns if need be :P

Edit: Oh, another thing. Don't worry too much about your reputation. You can always play through on easy and have a good rep if you want the best ending.. pretty hard to obtain a good reputation anyway since there aren't many triggers that improve reputation.

Posted: Sat Mar 15, 2003 10:36 pm
by Strap
good info.

one more question,
what is the "default ammo" setting on some weapons?
i noticed that land mines usually have JHP or DU, im guessing this makes them have added penatration/damage,
but on weapons, i was wondering if you could set a default and have that weapon always have that special charactoristic, such as adding DU or AP to a sniper rifle, and JHP to a shotgun... or am i completely misunderstanding what that setting does..

oh, also, would it be possible to add a melee attack for a weapon? such as hitting the enemy with the butt of the gun at close range? or does that not work..

... so much for one question, heres another.
what is the ... animation? iirc mode that is "four" "three" etc, i know burst, single, but there is an option for four and three, i dont understand them.

thanks


**added

i was looking at some older threads about mapping, and i saw that no one knew how to delete tiles or entites without undo or cutting them... i have the solution~! its ctrl+delete that deletes a tile or entity. just thought id add that if anyone still didnt know..

and another question, how do you rotate entities that you have placed into a map? i cant find the right keys..

thanks again

Posted: Sat Mar 15, 2003 11:25 pm
by OnTheBounce
Strapon2 wrote:what is the "default ammo" setting on some weapons?
It's something that wasn't implemented. It has no effect, but I'm assuming that the intent was to have weapons load/reload in the same way that they did in the RPGs. Namely, if you picked up a 10mm Pistol from a dead Raider and it was loaded w/AP ammo, if you hit "Reload" it would have automatically loaded AP ammo instead of whatever type was higher on the inventory screen. (Unless of course you didn't have that particular type, in which case it would have reloaded an empty weapon w/the ammo type you did have, or a partially loaded weapon would have informed you that you were out of that type of ammo.)

Either that, or the intent was to have weapons automatically reload w/a certian type of ammo, so that you didn't accidentally waste your precious special ammo types in the heat of battle.
Strapon2 wrote:i noticed that land mines usually have JHP or DU, im guessing this makes them have added penatration/damage, but on weapons, i was wondering if you could set a default and have that weapon always have that special charactoristic, such as adding DU or AP to a sniper rifle, and JHP to a shotgun... or am i completely misunderstanding what that setting does..
The setting on mines, traps, explosives, grenades and flammables will indeed modify the base damage w/the Dam/Pen modifiers that are hard-coded for that sub-type. However, weapons cannot have this setting applied to them, as they ammo entity's properties override those of the weapon. This way you can have Shotguns that do Normal damage w/all ammo types except one, which does Electical damage instead.

The system's flawed, basically. The designers could have coded in various means to make this system work better, but it wasn't done for one reason or another.
Strapon2 wrote:oh, also, would it be possible to add a melee attack for a weapon? such as hitting the enemy with the butt of the gun at close range? or does that not work..
It is possible w/some weapons, for instance the "uber-weapon" that the Cyborg Barnaky has can do this because his sprite has the proper animations. However, most weapons lack the proper animations so you can't make a Rifle that can be used to butt-stroke or bayonet someone.

The other flaw is that a weapon that uses ammo uses ammo regardless of what mode you're using it in. This can be seen in Gen. Barnaky's weapon, which uses .50 cal. ammo regardless of whether it's firing Rockets at you, or if its being used to tear you to pieces.
Strapon2 wrote:... so much for one question, heres another.
what is the ... animation? iirc mode that is "four" "three" etc, i know burst, single, but there is an option for four and three, i dont understand them.
Those deal w/animations for things like Turrets and Critters. I don't have specifics at hand right now, but if you take a look at those types of weapon entities you will see what I mean.
Strapon2 wrote:i was looking at some older threads about mapping, and i saw that no one knew how to delete tiles or entites without undo or cutting them... i have the solution~! its ctrl+delete that deletes a tile or entity. just thought id add that if anyone still didnt know..
Uh...what thread was that in? The Ctrl + Delete is listed in the ReadMe. Every mapper should know that. ::perplexed::
Strapon2 wrote:and another question, how do you rotate entities that you have placed into a map? i cant find the right keys..
Look at the field "Animation Rotation". Most humanoid actors will have 8 Animation Rotations. "0" (default) is facing north. The they rotate 45 degrees CW w/animation rotation, so 4 is 180 degree (south).

There are some other rules, though:
  • Turrets have 16 animation rotations.
  • Vehicles have 32 animation rotations, except destroyed/disabled vehicles, which have only 4.
  • Containers generally have 4 animation rotations, although some only have 2 or even 1.
Cheers,

OTB

Posted: Sun Mar 16, 2003 1:26 am
by Strap
great. thanks

Damage and Ammo Types

Posted: Sun Mar 16, 2003 8:41 am
by PaladinHeart
I had always assumed that the implementation of AP, Du, etc.. on a weapon was for melee items and such that did not use ammo. The only need here is for armor piercing effect. If you want something to do more damage, you can simply raise the damage or have different modes that have increased % damage.

I agree though, too bad that weapons don't automatically reload with whatever they last had in them. I hate it when my guys switch to a more expensive ammo when they run out.

As for damage types, it is the same as AP, DU, etc.. modifiers in that it only effects melee, thrown, etc.. because the ammunition overrides the effect. I wish they had implemented a None damage type so that the weapons themselves could override the ammunition. As the system is, you could switch all the ammo types in the game to fire damage and you'd have a very easy time getting through the game. No need to tinker with weapon damage type when that sorta stuff lies with the ammo.

If they had implemented the None damage type, then Pulse weapons would be doing the correct damage type, rather than the meager energy damage that they currently do. A simpler fix would have been to make a new ammo type for Pulse weapons.

Oh well, its still a very good game engine. I would rather have multiple ammo damage types than the single type available in the FO rpgs. Makes for more strategic gameplay.