Need old Bottlecaps sprite

Mapping & modding Fallout Tactics and reviewing maps thereof.
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PaladinHeart
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Need old Bottlecaps sprite

Post by PaladinHeart »

Could someone get that for me or tell me where I could download one? I kinda come to a point where I need them.

Edit: Battlecaps?.. Fixed now :)
Last edited by PaladinHeart on Mon Feb 10, 2003 7:54 am, edited 1 time in total.
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Post by Red »

Dowload the demo, download a DAT extractor (for fallout 1), extract the FRM (and possibly the palette), use a viewer (like mine which needs you to supply the palette), save it, convert it to PNG in your favorite graphic editor load up the FO:T editor and convert it to a ZAR and finally import it into an entitity.

Oumphf.

Or hope that someone'll send it to you or link you a GIF...
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RE:

Post by PaladinHeart »

Umm.. Im pretty sure someone else is going to end up needing this sprite so im just going to sit tight for the time being. Don't really feel like investing the time into figuring out sprites when I could be working on my RPG. If I ever get finished with it and still need some sprites I might try to figure it out. Hopefully I should be able to "leech" all the sprites I need by that time :)
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Post by Red »

IMHO the whole process is a good learning experience for any modder. Well unless you're on a modem connction as downloading the demo is fairly long. Course how come you don't have Fallout? Or maybeyou do... that'll save you that step at least...
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Post by OnTheBounce »

I've got a bottlecaps sprite sitting right here on my HD. It's a lower quality version than will come out when I sit down w/RedViewer at some time in the future, but it will do for now.

PM me an email address to send it to.

Note: There are some hard-coded issues when it comes to money. You have two entity choices in FoT regarding money: BoS Scrip and Ring Pulls. These are the only entities whose value will remain constant. I tried to introduce other types of cash, but these devaluate the more that an entity has in his/her/its possesion or are being offered. The solution is to simply use a bottlecaps sprite labeled as Ring Pulls, so you'll still be using the Ring Pulls entity, only it will show up looking like good, ol' fashioned bottlecaps in-game.

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RE:

Post by PaladinHeart »

Thanks for the reply OTB

I was kinda wondering how that would work. I wanted to add some new money times as well as change the BOS scrip to work with common traders. Now I can just change the name and description to something generic but have them all with different values (ring pulls will be like 1 cent, BOS scrip $1, and bottlecaps worth maybe.. a quarter?). It should be an interesting little system and I hope it works out ok. I have always liked the idea of working with different types of money in games.

Now to see if I can figure out how to send a priv message.
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Re: RE:

Post by OnTheBounce »

[TBC]-PaladinHeart wrote:Thanks for the reply OTB...Now to see if I can figure out how to send a priv message.
I see you figured it out. ;)

Sprite's on its way.
[TBC]-PaladinHeart wrote:I wanted to add some new money times as well as change the BOS scrip to work with common traders. Now I can just change the name and description to something generic but have them all with different values (ring pulls will be like 1 cent, BOS scrip $1, and bottlecaps worth maybe.. a quarter?). It should be an interesting little system and I hope it works out ok. I have always liked the idea of working with different types of money in games.
You won't be able to get this system to work, for the following reasons:
  • You can only have an entity able to barter in one type of currency. If the "Barter in BoS Scrip" is ticked/checked, that entity will not recognize Ring Pulls as currency and the player will see the message "I'm not interested in that," or something along those lines if they try to pawn Ring Pulls off on them. (The reverse also holds true.)
  • With three types of currency you will be condeming one of them to being a simple item with some value. However, if you've noticed, inflation plays a part in FoT economics. If you slam someone with 256 SAWs you will be getting next to nothing for each of them. This would be happening to your third type of currency. (I was pissed when I noticed this happening. I had hoped that having an entity in the items/money folder would avert this, but to no avail.)
I'm not trying to dissuade you from experimenting, but these are the issues I've encountered. Hopefully you'll find something out that I missed. If so, please post it as I'd love to implement this sort of thing since factionalism is one of the core themes of my campaign. I would love to be able to have each and every faction in my campaign deal in its own type of cash. So far, however, I've not been able to make it work to my satisfaction.

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RE:

Post by PaladinHeart »

Well I haven't gotten to test it yet since I haven't come to the point where I have actually created a barter guy, so I haven't gotten to test this yet. Here is what I have planned.

I have 3 types of currency so far. 4 Actually. I decided to use the Bosscrip for some sort of New Florida State currency (it will only be recognized by more civilized peoples).

The other 3 types of currency are ring pulls, bottle caps, and teeth. I basically used the ringpulls name and desc tag for each one but gave each a custom name, image, and item value. I don't know if this will work yet but I may get to test it out before long.

BTW before I get into trading. Is there a way to make a player always fail to steal an item? I don't want any shopkeepers able to be stole from since I will have almost unlimited amounts of ammunition on some shopkeepers later on in my campaign. Plus I want to place a greater emphasis on trading for necessities.
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Post by Jimmyjay86 »

You can make other currencies but their value will not be fixed as it is with ring pulls or scrip. The value will vary depending on barter skill. I guess you could consider that the exchange rate.

I think a high perception on an NPC will make it harder to steal from them. I haven't tested that but I know there are certain characters in the game that are next to impossible to steal from.
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Re: RE:

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:BTW before I get into trading. Is there a way to make a player always fail to steal an item? I don't want any shopkeepers able to be stole from since I will have almost unlimited amounts of ammunition on some shopkeepers later on in my campaign. Plus I want to place a greater emphasis on trading for necessities.
You can try making the items non-lootable in the entity editor, I'm not sure if a player can steal non-lootable items or even trade them, but you can give it a go : ) Or you can make clones of the trader which have limited inventories, using triggers to enable and disable them, that way there will only be a small amount of items available to be bought/stolen each time the player visits the trader.
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RE:

Post by PaladinHeart »

I have noticed that some characters in the bunkers have large wads of cash that can not be stolen but other items that are much EASIER to steal. Very odd.

But then there won't really be any characters in my RPG that have good theft skills early on. And its intended use is to disarm turrets and/or people for certain areas. Perhaps I can set a trigger such that everyone in a friendly area becoems hostil if the skill is used? That may be an overall better solution, and one that the player will not readily notice.

I could probably even limit the area to a specific zone.
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Re: RE:

Post by OnTheBounce »

requiem_for_a_starfury wrote:You can try making the items non-lootable in the entity editor, I'm not sure if a player can steal non-lootable items or even trade them, but you can give it a go : )
Setting items to "Non-Lootable" is a way to keep them from being stolen. However, you can't trade them, either. There is a bug, however, that allows characters to steal/barter non-lootable items, though. If the player right clicks on a group of items all -- including the non-lootable ones -- will be put into the barter screen.

I have to say that while I find the relative ease with which one can steal in all of the FO games rather distasteful mappers/modders/designers shouldn't go to too many lengths to render the Steal skill ineffective since all you're really doing is to immasculate one of the skills for no better reason than the fact that you don't like it. If you think stealing is too powerful you should look into ways to make players take a more balanced approach to acquiring what they need.

One thing that will help make stealing more difficult is to have your NPC w/high PE placed in a corner so that his flanks and rear are up against a wall. While there is a perk that will help a would-be thief overcome this disadvantage you'll be forcing a player to burn a precious perk if he has a larcenous heart.

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RE:

Post by PaladinHeart »

Since I am changing the skill to "Disarm" I don't think it should be used as it normally would be. Plus the main playable characters in my story are all suppose to be good so steal shouldn't even be a considered option to them.

There will be places where it may be used, needed, or in fact encouraged. But I shouldn't have to rely on tricky NPC placement for places where I don't think it should be used. I'll just have the other characters leave the party whenever the main character does something they don't like. (You won't be able to finish the game without them)

Plus I can think of a lot of uses for the sneak skill. I don't think the player should be punished for putting points in any skill (unless they're stupid and give all their characters a lot of gamble points.. when only one would be suffice). I may have special gambling places so that people who would normally steal now have to look at things a bit differently. But the player won't HAVE to gamble. Since every killable creature in the game will drop some sort of valuable item that can be traded. Some not quite as valuable as others but at least now you won't be shooting up critters for nothing more than a little experience.

Of course I can't foresee all outcomes of the player's choices. I can only outline what they SHOULD do with the tagged skills that the characters start with. I will provide skill books though, for when the player could not otherwise overcome an obstacle.
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Re: RE:

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:There will be places where it may be used, needed, or in fact encouraged. But I shouldn't have to rely on tricky NPC placement for places where I don't think it should be used. I'll just have the other characters leave the party whenever the main character does something they don't like. (You won't be able to finish the game without them)
I'm not sure that you can easily script that, at least not in a campaign. The easiest way would be to use the skill used check and as far as I remember you can't set that up for the main character in a campaign.

You can set them up to leave if someone gets killed you were meant to keep alive, or if the player's reputation drops below a certain point. But I think that the only way to penalise them if they steal from someone is if the npc detects the attempt they'll turn hostile then the player will have to kill them.
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PC Giveaway

Post by PaladinHeart »

It should be pretty simple. Condition: Skill "thieving" is used at location such and such. Trigger: Give all tagnamed characters to player 0

But I'll try it out later. My campaign is still in the early phase so I don't know if tagnames will stick with the characters beyond the first mission. If not then my campaign's story will suffer slightly.
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Re: PC Giveaway

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:It should be pretty simple. Condition: Skill "thieving" is used at location such and such. Trigger: Give all tagnamed characters to player 0

But I'll try it out later. My campaign is still in the early phase so I don't know if tagnames will stick with the characters beyond the first mission. If not then my campaign's story will suffer slightly.
Tag names given in the entity editor will stay on from map to map, but the skill check requires a tick in the box about scripting (which escapes my memory at the moment) since the PC doesn't exist until created by the player you can't, IIRC, assign tag names to the PC or set up skill checks that relate to the PC's actions, only the NPC's.

Edit Unless, perhaps you can force the player to use a prefab you have created.
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Post by Jimmyjay86 »

But actually the rest of the squad can have tag-names and even recruits in the pool can have pre-assigned tag names. It would be kinda cool if someone could make a mod program to add a tag name to a user made character.
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Re: PC Giveaway

Post by OnTheBounce »

requiem_for_a_starfury wrote:Tag names given in the entity editor will stay on from map to map, but the skill check requires a tick in the box about scripting (which escapes my memory at the moment)...Unless, perhaps you can force the player to use a prefab you have created.
The field is "Enable Script Events". If this is ticked a special message is sent to the scripting engine each time that player uses a skill. The only missions this was used in are some of the tutorials.

While you can't force a player to use a Prefab character, you can always include a blurb in your ReadMe that basically says, "Use a Prefab or bad things will happen, i.e. this campaign won't work correctly." If you do that, I suggest you include instructions on how to modify the Prefabs included so that a player can modify existing characters included w/the campaign to his/her taste.

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Prefabs?..

Post by PaladinHeart »

Actually when I choose a prefab and start it simply doesn't take the prefab character. Why? I didn't place a single player spawn point. They simply start with the character that belongs to player 1.

I just hope this doesn't conflict with the reentry spawn point. I still need to place that and see if the map still functions correctly upon reentry.

If I want all the triggers, items, etc.. to remain on the map after the player leaves, do I have to do anything special? Since its going to be an RPG, achieving the objectives will rarely be required before leaving the maps.

Hmm.. something to work on after I add the finishing touches to my first map. I still need to fix up the garbage piles a bit and add 2 or 3 levels to a raider fortress.
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Re: Prefabs?..

Post by OnTheBounce »

[TBC]-PaladinHeart wrote:Actually when I choose a prefab and start it simply doesn't take the prefab character. Why? I didn't place a single player spawn point. They simply start with the character that belongs to player 1.
Have you added your prefabs to the campaign.txt for your campaign?
[TBC]-PaladinHeart wrote:If I want all the triggers, items, etc.. to remain on the map after the player leaves, do I have to do anything special? Since its going to be an RPG, achieving the objectives will rarely be required before leaving the maps.
There's a field in the Level Editor called "Nuke Triggers on Exit". If that field is ticked/checked the game wipes all of the triggers out when the player leaves the map. Just make sure that the field isn't ticked/checked and you should be fine.

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