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a question about actor types
Posted: Fri Sep 27, 2002 5:54 am
by Ed the Monkey
is there any way to change the display on an ent from Unique Humanoid to Cyborg. I know it's possible to change the base weapon types by going outside the editor, jw if anyone knew a quick way of doing the same on actor types?
Posted: Fri Sep 27, 2002 7:57 am
by OnTheBounce
Yes, there is a quick and relatively painless way of doing this, all w/o resorting to game hacking. In fact, all you have to do is go to the following directory:
C:\Program Files\14 Degrees East\Fallout Tactics\core\locale\game
There you will find a file called: race.txt. In that file you will find a line that states:
name_UniqueHumanoid = {UniqueHumanoid}
Change that line to:
name_UniqueHumanoid = {Cyborg}
Congradulations, you're in business!
Cheers,
OTB
Edit: Er...you are wanting to change the display on the character sheet's "Kills" tab. Right?
Posted: Fri Sep 27, 2002 4:00 pm
by Ed the Monkey
actually my main character is going to BE a cyborg.
Also is it possible to change the punch to say, a robot spike... at first i thought it was, but when i equipt him with the weapon (whatever it may be) it doesn't work.
Posted: Fri Sep 27, 2002 5:18 pm
by OnTheBounce
Ed the Monkey wrote:actually my main character is going to BE a cyborg.
Ah, I see. (Whatever floats your boat, Ed. Whatever floats your boat.
)
Ed the Monkey wrote:Also is it possible to change the punch to say, a robot spike... at first i thought it was, but when i equipt him with the weapon (whatever it may be) it doesn't work.
You will have to play around here. If your cyborg can't use the Robot Spike it's because of an incompatability of the animations. Play around w/the "Animation" setttings under "Mode" and see if you can get it to work. Check out the Cyborg General's "Uber Weapon" entity to get some ideas of what animation it might use. It's in the same folder that the Cyborg General is in, IIRC.
OTB
Posted: Fri Sep 27, 2002 6:05 pm
by Flamescreen
It's in mission 26 under special I think. I've been toying with it for some time with quite remarkable results. Btw, have in mind that if you have any other Unique humanoids they'll all be seen as Cyborg.
Barnaky's uber Weapon is a pain actually. Modifying it in almost every way makes it immediatelly unplayable or playing not in desirable ways. For instance modifying the single shot mode in a certain way will make it fire missiles instead of shooting gauss projectiles. I had in mind asking section 8 about that. Hope it ain't hardcoded.
What sort of sprite are you using for the cyborg? I fiddled with some I might be able to give you some guidelines.
Posted: Fri Sep 27, 2002 7:28 pm
by Ed the Monkey
Acutally... I'm trying to build my own sprite. It's a pain in the ass. I've built most of the model I want to use, but every time I turn around I run into a new problem. I decided instead to work on a new Vault Dweller sprite, because I'll also need one of those (and Flame requested it). Though I've been able to animate it easily using poser, it seems that poser only exports to 3ds one frame at a time, thus rendering becomes extremely difficult, since to animate one has to pull in each frame, shoot a set, pull in the next frame... change file names... finish another beer... etc.
Also the character I've built is UVW mapped thanx to poser, and I don't know if it's possible to UVW map an area as matte shadow and leave another open. This Vault Dweller may be a single layer one. bah!
Ah, I see. (Whatever floats your boat, Ed. Whatever floats your boat. )
I'm basing all of my info on the PNP version of FO found at VaultTec, so it's not completely out of no-where. I may also be building sprites for some of the weapons mentioned there, and maybe trying to build some of the armors found there, so that I can include them in my campagn. Also all the stats for the cyborg are based on those given at VautlTec, etc... There arn't many cyborgs in the wasteland, but this is one of them... possibly one of the only ones. I thought it might be intresting also to focus on the melding of man and machine, possibly from a psychological standpoint. I think it could be weaved into the plot, I suppose we'll find out if I ever have time to finish.
Just so you know, there will be only one cyborg in my campagn. If there are any robots they'll be more like Skynet from Sierra than the humanoid bots (I always did like the animations for that little lost-in-space reject). Chances are you won't find any of those eithor though, since I don't want to have to build (or at least animate) something like that. I also won't be relying on high-tec weapons.
As far as the Cyborg General, that's not the kind of cyborg I'm thinking. No missiles or built in machine guns, just a blade (robot punch). The sprite will be a human with augmentations, not a machine with a human brain. The character I'm using right now to represent the cyborg is a tribal.
What I'm looking for is not the animation, but rather the display "spike" on punch. Much like dogs have "Bite" (i think) as their punch, and Deathclaws have "Claw." After doing some research I found that I COULD arm the character with a robot kick and spike, however, whenever the character healed anything in a hand, that hand's weapon was disabled. That is to say, punch was armed with "spike" and showed such when viewed in the inventory; but when an object was placed in that hand and then removed from that hand, from then on the punch hand said "basic punch" was armed. There's a fairly major dammage diffrence there, as you know.
so...does it show that I'm tired? [/quote]
Posted: Fri Sep 27, 2002 9:17 pm
by OnTheBounce
Ed the Monkey wrote:I'm basing all of my info on the PNP version of FO found at VaultTec, so it's not completely out of no-where.
Even if it was "completely out of nowhere" it's still your mod, so you can do w/it whatever you like. It just took me aback that you were looking at making a Main Character Cyborg rather than having Cyborg enemies, as I figured you were trying to do.
Ed the Simian wrote:What I'm looking for is not the animation, but rather the display "spike" on punch. Much like dogs have "Bite" (i think) as their punch, and Deathclaws have "Claw." After doing some research I found that I COULD arm the character with a robot kick and spike, however, whenever the character healed anything in a hand, that hand's weapon was disabled. That is to say, punch was armed with "spike" and showed such when viewed in the inventory; but when an object was placed in that hand and then removed from that hand, from then on the punch hand said "basic punch" was armed. There's a fairly major dammage diffrence there, as you know.
Damn, that's a difficult issue, Ed. If you're getting the Basic Punch, that's means that the Basic Punch entity is the default for the UniqueHumanoid race, and so you can't simply alter an entity and be done w/it. I think you're looking at game hacking here. That, unfortunately, means that you're going outside of where I can help you.
OTB
Posted: Sat Sep 28, 2002 4:40 pm
by Ed the Monkey
I guess I'll just mess with it until it works or something...thanx anyway
Posted: Mon Sep 30, 2002 7:37 pm
by Flamescreen
I think the problem you're having doesn't have a satisfactory answer. The reason you have the problem with the name, if I can remember from my experiments is that it is a weapon without a sprite basically. If you can make it lootable, it will probably not work, but it will display in the inventory as a "gap" when you're not equiped with it.(I think including it in a "punches" custom subfolder solves the problem, try it with the normal folders for a start). This obviously works for ENPC's(E stands for enemy) but not for your Characters.
The best solution i can come up with is to create a punch weapon with the "
terminator arm" sprite give it your description and manipulate it as you like. You can have a ridiculous amount of say luck(or luck&char, or whatever) as a prerequisite to make it unique to that character. To my knowledge you can't make it be constantly there.
Minor update: I think when you equip something and it dissapears, you can make it appear back if you de-equip and re-equip an item(takes sometime to reappear though, so you'll almost always have to try it a few times.). If I recall accuratelly.
Posted: Tue Oct 01, 2002 4:45 pm
by Ed the Monkey
acutally dude...that's an awsome idea. I hadn't even thought of it.
Posted: Tue Oct 01, 2002 9:18 pm
by OnTheBounce
Ed, I'm working on a solution. It involves modifying the races.txt, but I think I can get this to work. I'll post as soon as I figure it out.
OTB