tag:blogger.com,1999:blog-89462457281161374062024-02-20T21:24:10.120-08:00Dust And BloodFallout 2 Modifications By LichLichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comBlogger18125tag:blogger.com,1999:blog-8946245728116137406.post-82175721404037084332009-03-16T22:01:00.000-07:002009-03-16T22:04:32.029-07:00Le Dernier Combat (The Last Battle)<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTeF8XfPKZyiBzUKymzfL2hkZNfnpV-DR1j09Fx0NF9fdcI0-W0c_UTCrd-w5TkpWPE5vAyhIQvyAukp6iVqBmvjj7sd32YtAYJG-fzTZdm-Tl7Sn7tyQ8f1Sr4z2EPxmyXRUKfXxF1lvd/s1600-h/ledernier.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 309px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTeF8XfPKZyiBzUKymzfL2hkZNfnpV-DR1j09Fx0NF9fdcI0-W0c_UTCrd-w5TkpWPE5vAyhIQvyAukp6iVqBmvjj7sd32YtAYJG-fzTZdm-Tl7Sn7tyQ8f1Sr4z2EPxmyXRUKfXxF1lvd/s400/ledernier.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5314018100454667250" /></a><br /><br /><br />RMVB<br /><br />http://rapidshare.com/files/130115759/l_d_c_83.part1.rar.html<br />http://rapidshare.com/files/130148128/l_d_c_83.part2.rar.html <br /><br />pass:rmvboard.plLichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-47392999104434947802008-11-30T01:41:00.000-08:002008-11-30T01:48:12.686-08:00John Carpenter- Escape From New York Original Motion Picture Score (1981)<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQJ8suKhcpiBF8YXoxHM-0Vwpla-jLtlX10tj2CpgD2EBGoSL_8MzQduxHzPaJ7m3mpN2vpLVWIFOZ_E7l4SY0ehad6MONNz7gogVaZEs5scMEi1EChyVZm9RjWjqzwaSo4XDE6ptPKKoW/s1600-h/escape-from-new-york-1981.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 251px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQJ8suKhcpiBF8YXoxHM-0Vwpla-jLtlX10tj2CpgD2EBGoSL_8MzQduxHzPaJ7m3mpN2vpLVWIFOZ_E7l4SY0ehad6MONNz7gogVaZEs5scMEi1EChyVZm9RjWjqzwaSo4XDE6ptPKKoW/s400/escape-from-new-york-1981.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5274383863932538994" /></a><br /><br />Track Listing:<br /><br />1. Main Title (3:52)<br />2. Up the Wall/Airforce1 (2:29)<br />3. Orientation #2 (1:48)<br />4. Engulfed Cathedral (Debussy) (3:33)<br />5. Back to the Pod/The Crazies Come Out (3:00)<br />6. Arrival at the Library (1:06)<br />7. Everyone’s Coming to New York (2:54)<br />8. The Duke Arrives/The Barricade (3:35)<br />9. Police State/Romero and the President (3:21)<br />10. The President at the Train (2:55)<br />11. The President is Gone (2:30)<br />12. Chase Across the 69th Street Bridge (2:33)<br />13. Over the Wall (3:43)<br /><br /><a href="http://www.megaupload.com/?d=J18UKESE">[megaupload]</a>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-31548392556196097782008-06-03T04:43:00.001-07:002008-12-11T22:15:50.836-08:00Mark Morgan Fallout OST01 Metallic Monks<br />02 Desert Wind<br />03 A Traders Life<br />04 The Vault of the Future<br />05 Industrial Junk<br />06 Moribund World<br />07 Vats of Goo<br />08 City of the Dead<br />09 Second Chance<br />10 Underground Troubles<br />11 City of Los Angeles<br />12 Followers Credo<br />13 Radiation Storm<br />14 Acolytes of the New God<br />15 Flame of the Ancient World<br />16 Khans of New California<br /><a href="http://www.mediafire.com/?dzmmdzyizmn">[mediafire]</a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzNi8LgaDiAVaVtyl5AQMpllarChFhhu7qX2uNwdbbk6DMJ1zmRzfcfLrRVgaw6a5-B63q8y8x8xUzPttihuB_yzyLpjOGo9VWsM7RgItSMVF1FGrxjMgAQMwV6ptLqYl0msgIVq7iyEUn/s1600-h/fallout_disc1.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzNi8LgaDiAVaVtyl5AQMpllarChFhhu7qX2uNwdbbk6DMJ1zmRzfcfLrRVgaw6a5-B63q8y8x8xUzPttihuB_yzyLpjOGo9VWsM7RgItSMVF1FGrxjMgAQMwV6ptLqYl0msgIVq7iyEUn/s400/fallout_disc1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5207619705607943394" /></a>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-4013950298289624182008-04-21T04:53:00.000-07:002008-12-11T22:15:50.996-08:00old experiments<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieKZ6UbB_td1knvjxTT-qJGq4PqTLoU-FoT5oJwBr8oloFSqzrLC6KuIhuxIGwJsr9CHbiHsCfm7GrUvNEwxoXRkCDNbUFDl0xL9NkrdTNs1WcylLeyIepIsuVA39qd6kodTuBXZZxA5LP/s1600-h/arizona.jpg"><img id="BLOGGER_PHOTO_ID_5191667299515960290" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieKZ6UbB_td1knvjxTT-qJGq4PqTLoU-FoT5oJwBr8oloFSqzrLC6KuIhuxIGwJsr9CHbiHsCfm7GrUvNEwxoXRkCDNbUFDl0xL9NkrdTNs1WcylLeyIepIsuVA39qd6kodTuBXZZxA5LP/s400/arizona.jpg" border="0" /></a><br /><br /><br /><br /><br /><br /><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><br />Old stuff, but still interesting, its one from my vision about BSM2 This one contain some very original ideas: 1 begining area with different 3D perspective 2 no exit grids, travell only using worldmap item (you must remove it from cockpit of crashed vertibird) Later i deicided that its too experimental and maybe better is to make mod much more classic.<br />Download: <a href="http://blacksteel.nma-fallout.com/abandoned/2bsm1v15.zip">http://blacksteel.nma-fallout.com/abandoned/2bsm1v15.zip</a>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-36806959142276376052008-03-07T03:58:00.000-08:002008-12-11T22:15:51.172-08:00Top 3 laser guns<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0XYA7PU6P0jH9Xx8LtlytXBZDsbGldKk4FS8fvuphxw1Di7hrMQRdIOqXaoUN6QrAJ_mjxG7BMa_ivCuoqpKRirr42Z0tMWeDrUisfPon1XFLIOq0cB9xEBRlu9PGPqwjVgWQ2_Ff1B12/s1600-h/top3laser.jpg"><img id="BLOGGER_PHOTO_ID_5174968116166838610" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0XYA7PU6P0jH9Xx8LtlytXBZDsbGldKk4FS8fvuphxw1Di7hrMQRdIOqXaoUN6QrAJ_mjxG7BMa_ivCuoqpKRirr42Z0tMWeDrUisfPon1XFLIOq0cB9xEBRlu9PGPqwjVgWQ2_Ff1B12/s400/top3laser.jpg" border="0" /></a><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div>I see two options: made large amount of differend guns, or only few which can be upgraded during experience in repair and science skills. They will look the same but have different characteristic (more damage, ammo, range) Here is my 3 favourite: A only burst for close range B single and burst for medium range and medium damage C only single but long range. A and B slowly but best damage. These three guns will be enough i think. Download: <a href="http://blacksteel.nma-fallout.com/bsm2new/top3laser.zip">http://blacksteel.nma-fallout.com/bsm2new/top3laser.zip</a></div>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-62341468552662056082008-02-29T00:50:00.000-08:002008-02-29T01:08:19.702-08:00Container v5code <a href="http://blacksteel.nma-fallout.com/tutorial/code13.txt">http://blacksteel.nma-fallout.com/tutorial/code13.txt</a><br />Each point of perception increase your chances to find something by 10% and luck give extra 3-30% chances. Now you may select PER 7 and LUC 10 to have the same chances as PER 10 and LUC 1. With PER 6 and LUC 5 you have 60+15=75% chances. Luck will work as bonus to every action so its worth to select it. Amount of items depend on place where you search and will be randomly. For example junk: in boxes 1-1 in car wrecks 1-3 junk on table in workshop 1-5. Or food in boxes 1-1 in fridge 1-3. I think this system is best because simple and universal. Each action will test one stat plus luck bonus. Also am think about made very bad consequences when select "gifted"Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-15020607320374925022008-02-20T04:11:00.001-08:002008-12-11T22:15:51.368-08:00Junk generator<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY-REtYAQX7PXXW8j5VBN_NhVwqxaFQFDfTX_iqnwrZwQ0JQQXaagPz54NGPxZuWfeG5H8W-hXT_i_qyT3J1GF9Ov-qfmOx-Ux1ft8PZk1smOBEQ03VhL1gEEzr6PtpDNgruqb2dec6VW1/s1600-h/junkgen.jpg"><img id="BLOGGER_PHOTO_ID_5169034125521933554" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY-REtYAQX7PXXW8j5VBN_NhVwqxaFQFDfTX_iqnwrZwQ0JQQXaagPz54NGPxZuWfeG5H8W-hXT_i_qyT3J1GF9Ov-qfmOx-Ux1ft8PZk1smOBEQ03VhL1gEEzr6PtpDNgruqb2dec6VW1/s400/junkgen.jpg" border="0" /></a><br /><br /><br /><br /><br />code: <a href="http://blacksteel.nma-fallout.com/tutorial/code9.txt">http://blacksteel.nma-fallout.com/tutorial/code9.txt</a><br />Car wrecks and boxes scenery turn into containers with this script. Chances to find something depend on few stats like PER to see a thing END because search require time and energy, also usefull LUC. Usualy such item could be junk, used later on workshop to build own items. Scrip work on map enter procedure, to avoid use typical cheat by load/save when failure.Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-434286445390554042007-07-20T00:32:00.000-07:002008-12-11T22:15:51.578-08:00Gas Mask<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim5GfbM4n0PF_9XhBPy_QsEQJRLhBSPEvnPeQ-U49xig54t5T6f7PZG_-21eED0sNyxnGozvAa-WjbAHhJDEydW3bZzFxbd3-GYYDP5yJ2jL2GmToMcKlgJJtXNEYDaCkBA4lGWcR1qIqV/s1600-h/exp15.gif"><img id="BLOGGER_PHOTO_ID_5089179107604137986" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim5GfbM4n0PF_9XhBPy_QsEQJRLhBSPEvnPeQ-U49xig54t5T6f7PZG_-21eED0sNyxnGozvAa-WjbAHhJDEydW3bZzFxbd3-GYYDP5yJ2jL2GmToMcKlgJJtXNEYDaCkBA4lGWcR1qIqV/s400/exp15.gif" border="0" /></a>code: <a href="http://blacksteel.nma-fallout.com/tutorial/code7.txt">http://blacksteel.nma-fallout.com/tutorial/code7.txt</a><br />download: <a href="http://blacksteel.nma-fallout.com/files/items.zip">http://blacksteel.nma-fallout.com/files/items.zip</a><br />Define item name in ItemPid.h or use its number (number from proto items without zeros) Add code to map script. Wear mask by put it to weapon slot, otherwise you will get poisoned from time to time (map update) by given amount in poison command.<br /><p></p>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-85518585666040502522007-07-19T02:43:00.000-07:002008-12-11T22:15:51.979-08:00Shooting on scenery<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHYuToi_1Y-VXRaZ_7YNBqDtcwOHfyI8zd5-f_VTpGWTsd-qR7E5U6NsfcZmmxBhsS33DJFUp_70vWSR8-BgI2WxTjzcmPjesEGTHI3VwR5u9x1x88_X5SxCW1jZaQS7hfzNzI9OP-uaeo/s1600-h/exp12.gif"><img id="BLOGGER_PHOTO_ID_5088841609074018258" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHYuToi_1Y-VXRaZ_7YNBqDtcwOHfyI8zd5-f_VTpGWTsd-qR7E5U6NsfcZmmxBhsS33DJFUp_70vWSR8-BgI2WxTjzcmPjesEGTHI3VwR5u9x1x88_X5SxCW1jZaQS7hfzNzI9OP-uaeo/s400/exp12.gif" border="0" /></a> code: <a href="http://blacksteel.nma-fallout.com/tutorial/code6.txt">http://blacksteel.nma-fallout.com/tutorial/code6.txt</a><br />Ability to shoot doors using gun depend not on script, but type of scenery object . So made new scenery as "wooden portal" to shot it. Each scenery could have normal and demolished version. Script after shot remove one scenery and place in the same hex another (destroyed) one. Number of last scenery pid is 33556283 each next is that number +1Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-76536380168886294522007-07-19T01:23:00.001-07:002008-12-11T22:15:52.186-08:0038 Talking Heads<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV238uEW3KZ0IMUF_df2pxtoujyWljVov4efYt2aR4QkrTtBafyBhPG1mk9h4a4p6r1TAsi4gEftA7Z4OlfJuS6qug7VJZoUUQEW1I423kvIkLC0O2Bx6Dover1lz_HleYYB_zopuwcwBV/s1600-h/exp11.gif"><img id="BLOGGER_PHOTO_ID_5088822015433213890" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV238uEW3KZ0IMUF_df2pxtoujyWljVov4efYt2aR4QkrTtBafyBhPG1mk9h4a4p6r1TAsi4gEftA7Z4OlfJuS6qug7VJZoUUQEW1I423kvIkLC0O2Bx6Dover1lz_HleYYB_zopuwcwBV/s400/exp11.gif" border="0" /></a>download: <a href="http://blacksteel.nma-fallout.com/files/38heads.zip">http://blacksteel.nma-fallout.com/files/38heads.zip</a><br />Pictures for talking heads. They are actors from old movies so should fit to 50th game atmosphere. Some of them have changed background. BoS armors was taken from Fallout1 and modified (chain hood, left pauldron)Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-91036687049542331392007-07-17T04:55:00.000-07:002008-12-11T22:15:52.467-08:00Worldmap item<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrS7_s3e-2oLvVxfN_XCKdG-G3vt7p6QCNeUvZsa3c8PpmQzWJYlX1Gnnuh32KE8H5zCzoDXIMnKO1okE2_tsDajEzUfFvYgwU22eMTr44Yuj7auLBw1UddTbZfT6QvHqoSS-sR_Icy3ST/s1600-h/exp10.gif"><img id="BLOGGER_PHOTO_ID_5088133222938019746" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrS7_s3e-2oLvVxfN_XCKdG-G3vt7p6QCNeUvZsa3c8PpmQzWJYlX1Gnnuh32KE8H5zCzoDXIMnKO1okE2_tsDajEzUfFvYgwU22eMTr44Yuj7auLBw1UddTbZfT6QvHqoSS-sR_Icy3ST/s400/exp10.gif" border="0" /></a> code: <a href="http://blacksteel.nma-fallout.com/tutorial/code5.txt">http://blacksteel.nma-fallout.com/tutorial/code5.txt</a><br /> download: <a href="http://blacksteel.nma-fallout.com/files/items.zip">http://blacksteel.nma-fallout.com/files/items.zip</a><br />This item will open worldmap screen, so you dont need to search exid grids (and now some maps dont need to have exid grids) This item not work when combat is initialized, because players could use it as easy way to eascape from battle.<br /><p> </p>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-66718030062928182272007-07-17T03:26:00.000-07:002008-12-11T22:15:52.651-08:00Empty encounter table<img id="BLOGGER_PHOTO_ID_5088110648589911954" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfxAm_5fAIYaz1eyHu9545Ljuj8qpxqhc8X66_ZfrlZa-Rus8pba2VIusoPAUsPFG2jVIo2gJYWfafR4PPxaL8XB2c5yBIym7KaQUncWmxtSMSZLb0NeAHE0mzeUrWnuWVg6us9QcJNvBX/s400/exp9.gif" border="0" /> download: <a href="http://blacksteel.nma-fallout.com/files/etable.zip">http://blacksteel.nma-fallout.com/files/etable.zip</a><br />Put this file to data/data and you will see no longer encounters. Use this trick if you want get experience and stuff only from solving game quest. Encounters was probably develop to made game more dificulty, but paradoxally its hard only without them.Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-193892719788833222007-07-17T00:24:00.001-07:002008-12-11T22:15:52.820-08:00Junk Train<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvVY6GQvuSUiDmwxe0CxtAdmw1naxxXP3Dw54KQSK_BSRi34dRmcp4g2VSwTuti2XO-4wCJxkkC8JrrRl5WpGlYJhsOIoxrOadJ6Thyphenhyphen0MqCbbOeQ5mj1x9wMqT9BXaQm1YLha_-SyK1jg5/s1600-h/exp7.gif"><img id="BLOGGER_PHOTO_ID_5088063421129525090" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvVY6GQvuSUiDmwxe0CxtAdmw1naxxXP3Dw54KQSK_BSRi34dRmcp4g2VSwTuti2XO-4wCJxkkC8JrrRl5WpGlYJhsOIoxrOadJ6Thyphenhyphen0MqCbbOeQ5mj1x9wMqT9BXaQm1YLha_-SyK1jg5/s400/exp7.gif" border="0" /></a>download: <a href="http://blacksteel.nma-fallout.com/files/junktrain.zip">http://blacksteel.nma-fallout.com/files/junktrain.zip</a><br />Its scenery of new wasteland vehicle. Junk Trains are very cheap, made from everything was possible to find around. Peoples build them to transport stuff between nearest towns and its alternate for animal/slavery caravans. Engine was designed to burn trash and toxic waste, to save money. I made it the same way as Cruiser, by modify scenery from game.<br /><p></p>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-51430131418240889702007-07-16T04:52:00.000-07:002008-12-11T22:15:52.969-08:00CRUISER<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJXEW1WqF2Q2iQEnpGbbwQdhsHXlvdnAhYwLFy6iUgdWfl7qZvrCbz_Q6a0baM-vpuur_xTAq3chX1mt945jHe1fSOD_9Tm6OwmMwh8HKj0gumqcEcXvDYKGqkp_c7_u5V3AkRwx9fBMIN/s1600-h/exp6.gif"><img id="BLOGGER_PHOTO_ID_5087761484928616274" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJXEW1WqF2Q2iQEnpGbbwQdhsHXlvdnAhYwLFy6iUgdWfl7qZvrCbz_Q6a0baM-vpuur_xTAq3chX1mt945jHe1fSOD_9Tm6OwmMwh8HKj0gumqcEcXvDYKGqkp_c7_u5V3AkRwx9fBMIN/s400/exp6.gif" border="0" /></a>download: <a href="http://blacksteel.nma-fallout.com/files/cruiser.zip">http://blacksteel.nma-fallout.com/files/cruiser.zip</a><br />Its scenery of heavy armored train called "Cruiser" + railroad tracks. Lack of fuel and many dangerous on wasteland made that peoples dont use individual cars but travell betwen towns by trains. Such train was designed for long distance travell trough dangerous areas: air filtering system, armor and cannon like tank. I made it by mix together few scenery from game.Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-21885022293287572752007-07-16T02:56:00.000-07:002008-12-11T22:15:53.253-08:00Rope and climbing<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFmOW6PSCOWMBgGXaj8PbKoUPYIy5PDF9NfjK6tRm_7VNFEcXy9K5DOUWaUyOeNzHlxZQQRnKPomUKZbneg6yQDWfLOnckSmugzinuQbfk7IzpDcD3rI4d-Nivxp_6gPpiVQj0i1xhdlIb/s1600-h/exp4.gif"><img id="BLOGGER_PHOTO_ID_5087731695035451186" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFmOW6PSCOWMBgGXaj8PbKoUPYIy5PDF9NfjK6tRm_7VNFEcXy9K5DOUWaUyOeNzHlxZQQRnKPomUKZbneg6yQDWfLOnckSmugzinuQbfk7IzpDcD3rI4d-Nivxp_6gPpiVQj0i1xhdlIb/s400/exp4.gif" border="0" /></a>code: <a href="http://blacksteel.nma-fallout.com/tutorial/code4.txt">http://blacksteel.nma-fallout.com/tutorial/code4.txt</a><br />Use some scenery trick: place broken elevator picture with rope and in the same place elevator shaft without rope with that script. To place one scenery on second: press M in mapper and hold mouse button on scenery, then move it to hex where already is something. When you place one picture to other, visible will be only this second. Script just remove one picture and appear second picture which is behind. In practice: if you use rope on broken elevator shaft it will disappear and you will see second picture: shaft with rope. This second shaft must be "stairs" obiect (make new scenery proto) so when you use it, you will climb level down/up.Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-34299612920153537342007-07-16T02:26:00.000-07:002008-12-11T22:15:53.484-08:00Flare<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQeLbabOK0CrTC8uN2Hlda72G59GrR_gmv_RA70cabHDxS1aJ1CYZxSvQ85kpzjTdl9EC94yZkIA8ybPpIWpigglec-8CXKujnwzOzrCuyN-6G4xUCd1iGrbYyS0xpOC8U-U-ldiuc5ZFs/s1600-h/exp3.gif"><img id="BLOGGER_PHOTO_ID_5087723865310070562" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQeLbabOK0CrTC8uN2Hlda72G59GrR_gmv_RA70cabHDxS1aJ1CYZxSvQ85kpzjTdl9EC94yZkIA8ybPpIWpigglec-8CXKujnwzOzrCuyN-6G4xUCd1iGrbYyS0xpOC8U-U-ldiuc5ZFs/s400/exp3.gif" border="0" /></a>code: <a href="http://blacksteel.nma-fallout.com/tutorial/code3.txt">http://blacksteel.nma-fallout.com/tutorial/code3.txt</a><br />When you hold in hand "burning" fare, light level on area will increase, when you hide flare to backpack light level will again decrease. Add this script to critter (because he is check by game engine very fast) and hide him behind wall or different map level (because when you kill him, script will work no longer) Script check what item you have in hand. When its burning flare, then increase light level, otherwise decrease it to darkness.Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-38821091261159253972007-07-16T01:53:00.000-07:002008-12-11T22:15:53.679-08:00Dumb/Wise Description<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGdiDyA5X9uLivmsUS1ExuuZlg8n0W-4Jm2tbwZ-PCCUx5Y5iB1wsqPjPM7t0ve8f7fSvAtloT4Im72Ygt8I6Q37qdQDFI8mURuEsQ9Wyz9EjX9S8WH8_xTeGutc2f4tAflQYbFh67mGxk/s1600-h/exp2.gif"><img id="BLOGGER_PHOTO_ID_5087715245310707458" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGdiDyA5X9uLivmsUS1ExuuZlg8n0W-4Jm2tbwZ-PCCUx5Y5iB1wsqPjPM7t0ve8f7fSvAtloT4Im72Ygt8I6Q37qdQDFI8mURuEsQ9Wyz9EjX9S8WH8_xTeGutc2f4tAflQYbFh67mGxk/s400/exp2.gif" border="0" /></a>code: <a href="http://blacksteel.nma-fallout.com/tutorial/code2.txt">http://blacksteel.nma-fallout.com/tutorial/code2.txt</a><br />Description of scenery objects depend on IQ stat.Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.comtag:blogger.com,1999:blog-8946245728116137406.post-56948440635434166132007-07-16T01:17:00.000-07:002008-12-11T22:15:53.927-08:00Barrel Trap<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqkmD3X_hU_oPPFIDcamBwbxNexH-9sVbOjTpiHvopSMb95hPTnxtWCcGrjaWmAQ05VR9nFS6adnnY60vBhemXMCBHgvFH-eXZbF_jMOlLjAC55u41HXjZ64za_4RZvLSGe0b0DO53pOF8/s1600-h/exp1b.gif"><img id="BLOGGER_PHOTO_ID_5087717139391285010" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqkmD3X_hU_oPPFIDcamBwbxNexH-9sVbOjTpiHvopSMb95hPTnxtWCcGrjaWmAQ05VR9nFS6adnnY60vBhemXMCBHgvFH-eXZbF_jMOlLjAC55u41HXjZ64za_4RZvLSGe0b0DO53pOF8/s400/exp1b.gif" border="0" /></a>code: <a href="http://blacksteel.nma-fallout.com/tutorial/code1.txt">http://blacksteel.nma-fallout.com/tutorial/code1.txt</a><br />Barrel explode automaticly when you walk near. You need to add the same script on spatial under barrel and barrel which will disappear after explode (under normal barrel will be hidden flaming one) So when you walk near barrel, it will explode like bomb causing large domage, and after explosion leave flaming barrel remains.<br /><br /><div></div>Lichhttp://www.blogger.com/profile/11217038781162455617noreply@blogger.com