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Help with medical kits required please.

Posted: Tue May 20, 2003 8:24 am
by requiem_for_a_starfury
It appears that when I re-installed FOT the medical kits, the paramedics bag, first aid kit, doctors bag and field medic kit were corrupted, it'll be quicker to make my own than re-install again but can someone tell me please the stats, weight, value, and number of uses etc please?

Edit I've been double checking and the ammo for the flamer and the 2mmEC ammo are also corrupted, IIRC these are all items overwritten by the patch. Hmm I wonder what happened there?

Ah well if I could have the stats for those two items as well please.

Cheers

Posted: Tue May 20, 2003 8:42 pm
by Max-Violence
1) Patch 1.27
2) Extract yer entities_0.bos, remembering to click "No" when asked if you want to overwrite anything.

Still problems? I just re-extract the offending entities from the bos file and that works every time.

...assuming you still have your bos files, of course...

I've noticed that the medit-type of entities (i.e. skill-consumable) and the 2mmEC & Flamer Fuel ammo entities are the most problematic.

Posted: Tue May 20, 2003 8:53 pm
by requiem_for_a_starfury
When I re-installed in the first place I unpacked everything and then installed the patch. I've deleted the corrupted ents and repatched, but no joy they were still corrupted, and unpatched versions in the .BOS file are corrupted as well. I can still use the kits that are already in the maps but I can't add them to people's inventories or place them on a map.

It'll be faster to create new entities than to uninstall and re-install everything, if someone can give me their stats.


Cheers

Posted: Tue May 20, 2003 10:16 pm
by OnTheBounce
::singing:: Here I come to save the day! ::singing::

Okay Requiem, here they are:

First Aid Kit:

Desc: firstAidKit; Wgt.: 2; Value: 600; Uses: 5; Skill: First Aid

Field Medic Kit:

Desc: fieldMedicKit; Wgt: 3; Value: 2,000; Uses: 8; Skill: First Aid (+20)

Doctor's Bag:

Desc: doctorsBag; Wgt: 5; Value: 5,000; Uses: 4; Skill: Doctor

Paramedic's Bag:

Desc: paramedicsBag; Wgt: 6; Value: 10,000; Uses: 4; Skill: Doctor (+20)

Cheers,

OTB

Posted: Tue May 20, 2003 10:28 pm
by requiem_for_a_starfury
Thanks OTB, and that cape really suits you, but I'm not sure about the y-fronts over your trousers though. : )


Any chance of the stats for the 2mmEC and flammer ammo as well?


Thanks

Posted: Wed May 21, 2003 1:32 am
by OnTheBounce
requiem_for_a_starfury wrote:Thanks OTB, and that cape really suits you, but I'm not sure about the y-fronts over your trousers though. : )
Er...Requiem, it's currently 38° C (100° F) here. I hate to break this to you...but I'm not wearing any trousers... 8O
requiem_for_a_starfury wrote:Any chance of the stats for the 2mmEC and flammer ammo as well?
Sorry, I don't have those. I know that the 2mm EC is set to "FMJ" ammo subtype, the count to "50"; and the Flamer ammo is set to "Flamer" subtype, the count to "10"; the rest I'm not sure about. Sadly NMA doesn't have any data on ammo for FoT, either.
requiem_for_a_starfury wrote:Thanks
No problem.

OTB

Posted: Wed May 21, 2003 1:37 am
by Red
OMG, nikked Internet Forum Typing!!

Posted: Wed May 21, 2003 2:36 am
by requiem_for_a_starfury
OnTheBounce wrote:Er...Requiem, it's currently 38° C (100° F) here. I hate to break this to you...but I'm not wearing any trousers... 8O
It's currently 6 deg C (43 deg F) here in Suffolk with tomorrow expecting a high of 17 deg C (63 deg F) and we've been having thunderstorms, and hailstones big enough to set off all the car alarms this past week. Want to swap? : )
OnTheBounce wrote:Sorry, I don't have those. I know that the 2mm EC is set to "FMJ" ammo subtype, the count to "50"; and the Flamer ammo is set to "Flamer" subtype, the count to "10"; the rest I'm not sure about. Sadly NMA doesn't have any data on ammo for FoT, either.
Okay thanks for the help.

Posted: Tue May 27, 2003 7:38 pm
by endocore
This problem is easily solved of course by making new .ents for the offending medical kits and ammo types, but for posterity here's what I've found the problem to be:

Unpatched .ent files in question work fine in game (except for the medical kits, which don't seem to work during TB combat but are fine when not in combat) and can be added to inventories in the entity and level editors.

Patched .ent files work fine in game (medical kits are fixed to work during TB combat) but can't be added to inventory in the entity or level editor.

If one doesn't want to make brand new entities, all that needs to be done is have copies of both the unpatched and patched (1.27) .ents. When making a map or entities, use the unpatched .ent files. When you're ready to play, rename the unpatched .ent files to something else and use the patched .ent files.


Endocore

Posted: Tue May 27, 2003 7:44 pm
by requiem_for_a_starfury
endocore wrote:This problem is easily solved of course by making new .ents for the offending medical kits and ammo types, but for posterity here's what I've found the problem to be:

Unpatched .ent files in question work fine in game (except for the medical kits, which don't seem to work during TB combat but are fine when not in combat) and can be added to inventories in the entity and level editors.

Patched .ent files work fine in game (medical kits are fixed to work during TB combat) but can't be added to inventory in the entity or level editor.

If one doesn't want to make brand new entities, all that needs to be done is have copies of both the unpatched and patched (1.27) .ents. When making a map or entities, use the unpatched .ent files. When you're ready to play, rename the unpatched .ent files to something else and use the patched .ent files.


Endocore
Hmm funny I never noticed any trouble when I had FOT installed previously, but perhaps I had overwritten the patched entities. I've created new entities from scratch, it seemed the neater solution.