Search found 36 matches
- Wed Sep 08, 2004 3:30 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Addiction To Water?
- Replies: 19
- Views: 11560
- Mon Sep 06, 2004 11:48 pm
- Forum: Fallout 3
- Topic: Name a SINGLE new feature you want in FO3.
- Replies: 649
- Views: 287022
- Mon Sep 06, 2004 7:02 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Mod concept - anyone interested?
- Replies: 32
- Views: 26185
ah, thats it!! See, i was going to have a set of triggers that detect if a silencer is equipped, if one is (on the right gun) then the enemy comunication range is decreased massivly. So, the triggers would detect if you had both a silencer and the right weapon equiped it would decrease communication...
- Mon Sep 06, 2004 6:58 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Addiction To Water?
- Replies: 19
- Views: 11560
- Sun Sep 05, 2004 12:10 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Mod concept - anyone interested?
- Replies: 32
- Views: 26185
Fair enought about the action points thing, ive included it in my campaigns and found that you were still using the odd pistol right to the end for drivers and as secondary weapons. That might just be because of the odd nature of the campaigns though. Quote: What i found whilst playing FOT is that a...
- Sat Sep 04, 2004 1:06 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Mod concept - anyone interested?
- Replies: 32
- Views: 26185
Hey all. M-16 : magazine capacity should be 30 the m16 in the game is the m16a1, as used in Nam, and did generally have a 20 round mag and the ability to fire on full auto. Some people mentioned about the QM? in all my campaigns i have actually made random/special encounters the main focus. For this...
- Fri Aug 27, 2004 12:49 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: [ROE] spawn point.
- Replies: 181
- Views: 109918
- Wed Aug 25, 2004 7:10 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: RAD game tools (bink/ .bik) format
- Replies: 35
- Views: 85832
Wahay, im a scarf wearing noob now! Someone mentioned a download link for the vids i have made? I have not found any where reliable to host any of my files yet, but when i have ill post the link here. Im actually starting to go into full time education on stop animation and other media types, so tha...
- Wed Aug 25, 2004 10:24 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: RAD game tools (bink/ .bik) format
- Replies: 35
- Views: 85832
- Mon Aug 23, 2004 12:53 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: RAD game tools (bink/ .bik) format
- Replies: 35
- Views: 85832
hi all. I implemented a couple of bink videos into my Zombies! campaign a while ago and found that to get sound to work with the bink files you need to change the sound scaling (i think) to 400 or else audio wont play. This is because FOT uses an oldish version of bink to play the vids. I used plast...
- Mon Aug 23, 2004 12:31 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Play wav action
- Replies: 7
- Views: 4780
Yeah, i tried using speech once, but it only seemed to play the accompanying music if it was a windowed speech event. whenever ive tried fiddling with the sound id box it messes up the game if i have it specified on a particular unit too. I think it was probably supposed to relate to a file like the...
- Wed Aug 18, 2004 9:34 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Play wav action
- Replies: 7
- Views: 4780
To get the music to play i first made some CD entities with tagnames. Eg Name=Benny Hill theme tune CD Tag=Benny Then i gave the vehicle a tag name now i made up triggers like this for all my campaign maps and imported them into all the random ones too: Condition= Hummer1 has more than 1 itemtagged ...
- Sat Aug 14, 2004 3:37 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Play wav action
- Replies: 7
- Views: 4780
Play wav action
Hello all In all my custom campaigns and single missions i have added both a new soundtrack and also the ability for the player to collect and use cds inside cd players, thus allowing him to play what ever music he wants when he wants, with the music blaring out of a speeding hummer. the only proble...
- Tue Aug 10, 2004 11:06 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Encounter creation problem
- Replies: 35
- Views: 15899
- Sat Aug 07, 2004 5:26 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: For Macbeth
- Replies: 29
- Views: 19033
- Sat Aug 07, 2004 12:53 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Interesting problem
- Replies: 5
- Views: 3578
- Sat Aug 07, 2004 12:50 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Dead Bodies Everywhere
- Replies: 13
- Views: 5330
- Sat Aug 07, 2004 12:49 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Encounter creation problem
- Replies: 35
- Views: 15899
- Thu Aug 05, 2004 10:31 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Encounter creation problem
- Replies: 35
- Views: 15899
Replys to questions: 1A. Yes, which is what im having to do in another of my campaigns 1B. yep, just put in a load of crap in the entities list bit of the encounter 1C. yep, also true, a very long winded approach mind. you could also have 8 or so groups on each map, and have it randomly select which...
- Thu Aug 05, 2004 10:20 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Starting character inventory
- Replies: 28
- Views: 9116
I agree with the editors being cut down versions. if you load up the tutorials you can see they used a couple of triggers that arnt available unless you load the tutorials triggers into another mission. I replaced all the startin items for my campaign, heres the list of them: Classic nuka cola axe h...