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Gas grenades in FOT?
Posted: Tue Sep 17, 2002 10:59 pm
by Eldkorp
Does anyone know if it is possible to make teargas grenades to the grenade launcher? I tried to use the acid animation and stun damage only, but it doesnt work... And, it would be cool to make the gas lower their perception to, but doesnt work either...
Posted: Tue Sep 17, 2002 11:15 pm
by Viktor
I seem to remember there was a good reason why this couldn't be made to work..... OTB will know as he's made a gas mine for his campaign and has no doubt tried to make different 40mm grenade ammo.
Posted: Tue Sep 17, 2002 11:20 pm
by Eldkorp
So get your butt over here OTB :!:
Posted: Tue Sep 17, 2002 11:26 pm
by Viktor
I think you'll find tact and decorum will get better results with OTB, old chap....
Posted: Tue Sep 17, 2002 11:40 pm
by Eldkorp
Well, I didnt mean that as harsh as i sounded... or something like that...
:oops:
Posted: Tue Sep 17, 2002 11:48 pm
by Viktor
Don't mention it, dear boy! He's a decent sort and should be along presently with bags of sage advice.
Posted: Wed Sep 18, 2002 2:11 am
by Eldkorp
*tapping fingers, wandering around the room, biting fingernails*
Posted: Wed Sep 18, 2002 6:51 am
by OnTheBounce
Just so you don't think you don't think you're getting blown off, I'm posting this now. I have to check into this issue as its been a long time since I worked w/it. (I don't recall whether or not I achieved a satisfactory result, but I don't think so.) I'm in the middle of a bunch of stuff because of a meltdown on my comp this morning, so it will probaby be tomorrow morning my time (GMT -7:00) before I get back to you. (Unfortunately I have to earn my rent money. You know?
)
OTB
Posted: Wed Sep 18, 2002 7:13 am
by Eldkorp
Ok then, take your time, I just thought it was a good idea, and wanted to start right away...
Posted: Thu Sep 19, 2002 1:35 am
by OnTheBounce
Well, it's a good idea, but unfortunately you can't execute it. Here's why:
- The Damage Type (e.g. Normal, Gas, etc.) is controlled by the ammunition entity, so that is a way to have the same weapon do different types of damage, depending on what type of ammo you're using. So you can have 40mm Grenades that do Explosion damage, others that do Gas damage, and still others that do Electrical Damage.
- The Damage Range is controlled by the weapon, however. The only way to allow a weapon to do no damage w/a Damage Range of other than 0-0 would be to set up an ammo entity w/the Ammo Subtype set to "Non-Lethal". (I know, so far it looks like it can be done, but bear w/me.)
- The problem arises when you want to inflict some sort of Special Damage Type, e.g. Stun, Radiation, Poison, etc. This is controlled by the weapon itself, and therefore you will either have to set up a new type of weapon that will have a custom ammo type designed for it, or you're going to have to put up with all of your 40mm grenades stunning their targets. (I encountered this problem when I wanted to set up a weapon for tribals that would allow me to make leader types tougher by allowing them poisoned ammo.)
I was thinking that you were referring to Gas (Hand) Grenades, and not 40mm Grenades. If I'd have noticed that I could have posted about it immediately. Sorry 'bout that.
Now, just incase you're wanting to set up Chemical Grenades of the hand variety that show up in the items.txt like this:
Items.txt wrote:
name_chemicalGrenade = {Chemical Grenade}
desc_chemicalGrenade = {Poisons and causes and a loss of perception in area of effect.} [emphasis added]
That is not workable AFAIK. The problem is that it would require a single weapon entity to inflict two types of Special Damage (Poison and Stun). Unfortunately you can only set the entity to inflict a single type.
Hope this helps,
OTB
PS Was that sage-like enough for you, Viktor?
Posted: Thu Sep 19, 2002 4:09 am
by Viktor
OnTheBounce wrote:
PS Was that sage-like enough for you, Viktor?
Positively oracular, me old China!
Posted: Fri Sep 20, 2002 11:25 pm
by Eldkorp
Thank you all, it was indeed wery informative... yes...
Ill try to think something else out...
But you say that it is possible to to make an entirely NEW weapon that at least does ONE type of damage, right?
Like a teargas launher... If I can use the skin of the grenadelauncher from Rebellion, make it black, and there you go, the teargaslauncher from Terminator 2!
What say you?
Posted: Sat Sep 21, 2002 1:52 am
by Max-Violence
Eldkorp wrote:If I can use the skin of the grenadelauncher from Rebellion, make it black, and there you go, the teargaslauncher from Terminator 2!
Well, it's nice to know someone at least PLAYED the thing, even though I've gotten next to zero emails/posts/PM's about 'em...
Posted: Sat Sep 21, 2002 3:01 am
by OnTheBounce
Eldkorp wrote:But you say that it is possible to to make an entirely NEW weapon that at least does ONE type of damage, right?
Yes, that can be done. Go to the tutorials section, there you can find a little blurb I put together on making custom ammo types. Then you can fiddle around w/your weapon until it suits your needs.
BTW, there is another Grenade Launcher sprite in the game. It's located at: C:\Program Files\14 Degrees East\Fallout Tactics\core\sprites\weapons\Heavy
The name of the file is "Grenade Launcher.spr". I'm not sure if that's the one that Max used in
Rebellion, but it has a large drum on it.
OTB
Speaking of tutorials....
Posted: Sat Sep 21, 2002 7:32 am
by Red
I find Goldenheart's "using the edtior's" turotial a bit stupid... It does cover a few useful points, but it would have been just 2 more lines to tell the user how to add a character to the map so that you can use it to test your map (and possibly a few other lines to set the camera boundaries)...\
I mean the only thing it really covers is telling the reader that you need to place wall tiles 1 over the floor tiles... Well, it also covers how to align "connected" roof tiles properly...
It's kinda sad though how it leaves off with "Which will be covered in the next tutorial" which was never made...
Re: Speaking of tutorials....
Posted: Sat Sep 21, 2002 9:07 pm
by OnTheBounce
Those may seem like simple issues to a lot of us, but believe me Red, I've seen plenty of people that had problems those things.
Yes, camera boundaries and placing a character on the map for test purposes would have been a good addition.
Red wrote:It's kinda sad though how it leaves off with "Which will be covered in the next tutorial" which was never made...
Does anyone know whatever became of him?
OTB
Posted: Sat Sep 21, 2002 10:01 pm
by Red
Red wrote:Though in my first map I remember figuring this out by myself simply looking at one of the the SP demo maps, since his tutorial didn't exist yet...
That's a good point, Red. I think a lot of people fail to realize that while the core campaign has its share of flaws, there are examples of pretty much anything you would want to do in it. It's especially helpful if you're looking for details on how to implement something.
OTB
Oh Jesus! Sorry Red, I hit "Edit" instead of quote... :oops:
Posted: Sat Sep 21, 2002 10:18 pm
by Jimmyjay86
OTB, you are funny!
Posted: Wed Sep 25, 2002 12:13 am
by Flamescreen
Me thinks OTB did that on purpose so Stevie D doesn't feel lonely!
Posted: Wed Sep 25, 2002 12:23 am
by Red
Speaking of implimenting things, where are the damn switches... I'd like to make a elevator like switch (that would simply teleport you somehwere else on the map (probably directly under where you are really - well, not directly as it could lead to problems but you get the idea), and I'm looking for a simple switch you'd put on the wall, a bit like a retical scanner really. ANything like that anywhere?