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1
Questions and Answers / Development Questions
« Last post by Havak on May 12, 2021, 04:44:40 pm »
Hi there. Been a while since I've looked into FOnline, but am interested in getting setup with development again. I have a few questions that I was hoping could be answered here.

1. What is the go-to IDE for development? I was hoping I could use Visual Studio 2019. Would I be able to use this while harnessing the power of code completion etc?
2. Is AngelScript the only available scripting language still?
3. Would it be recommended to use the latest version of FOnline from cvet, FOClassic, or something else?

Many thanks
2
Questions and Answers / Re: Fonline Reloaded Source Encounter Loot
« Last post by Trololo on April 28, 2021, 10:59:22 pm »
scripts/worldmap.fos -> LoadWorldmapGroups.
The file used to load the data from is in maps/groups.fowm.
The structure of the file implies it should be read/edited by a program.
Usually reloaded sdk is packed with world editor tool, its probably what you're looking for.

You are a friggin treasure. That's exactly it!
Thank you kindly!
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Questions and Answers / Re: Fonline Reloaded Source Encounter Loot
« Last post by Vice Dice on April 28, 2021, 08:33:24 pm »
scripts/worldmap.fos -> LoadWorldmapGroups.
The file used to load the data from is in maps/groups.fowm.
The structure of the file implies it should be read/edited by a program.
Usually reloaded sdk is packed with world editor tool, its probably what you're looking for.
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Questions and Answers / Fonline Reloaded Source Encounter Loot
« Last post by Trololo on April 27, 2021, 10:36:22 am »
Greetings

For the life of me I cannot figure out how/where to modify loot on critters in random encounters. I've found scripts pertaining to adding trophies, like to brahmin/geckos, but the loot modifications elude me.

No changes to Bags.cfg do anything, yet it seems to crash if I try to remove it so clearly it does something.

Where the heck is the data as to what loot is on what critters on random worldmap encounters?
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Questions and Answers / Re: Absolute newbie's topic
« Last post by KingR on April 17, 2021, 12:50:02 pm »
Hi!

1 and 2 : No news tools i think.... I use a very simple tool, Notepad ++, it's perfect for no Dev person x)

3 : Test the mod tools on Fallout 2 game, I think it's similar. But hard way ^^

4 : I don't know, so high level for me x)

5 : No the engine is very simple, your PC can run a big map i think

6 : Don't delete, because the engine need the old stuff (or mod the engine but very difficult way?)

7 : Completely! The graphic engine is very particular, to mod the Fallout 2 colors'system for example it's difficult. The Dev who made new item or graphic elements are very good!



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Questions and Answers / Armor Class
« Last post by KingR on April 17, 2021, 12:41:34 pm »
Hi guys!

Another question :

In Reloaded 2snd season, the Armor Class work only on running.

I want to change this to the original fonction (Fallout 1 and 2), a static Armor Class, but i don't found in the script.

Is anyone know the solution?

Thanks Guys!
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Questions and Answers / Re: Create a turn based map?
« Last post by KingR on April 17, 2021, 12:35:40 pm »
I found this :

You can collect all town Locations inside start() function and set turn based mode for every Map inside. Assuming that every town exists only in one copy:
Code: [Select]
array<uint> tbTowns = { LOCATION_Den, LOCATION_Klamath, LOCATION_Whatever };
for( uint t=0, tLen=tbTowns.length(); t<tLen; t++ )
{
    Location@ location = GetLocationByPid( tbTowns[t], 0 );
    if( valid(location) )
    {
        for( uint m=0, mLen=location.GetMapCount(); m<mLen; m++ )
        {
            Map@ map = location.GetMapByIndex(m);
            if( valid(map) )
            {
                map.SetTurnBasedAvailability( true );
            }
        }
    }
}

But I don't know where I can use this code, in main.fos for example?

Thanks for your patience x)
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Questions and Answers / Re: Create a turn based map?
« Last post by KingR on April 16, 2021, 07:52:48 pm »
Can we add a line in the FonlineServer.cfg to change the default's combat mode?

My .cfg client (FOConfig) was already in TB
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Questions and Answers / Re: Create a turn based map?
« Last post by KingR on April 16, 2021, 07:36:07 pm »
Thanks Showhand! I know this, I have download the Server version of Reloaded 2 season, and I mod it for fun.

For quest i found this : MODE_DEFAULT_COMBAT

    /**< Get the location, allow turn based mode in it, and disable auto garbage, this way the player can revisit the map. */
    Location@ location = GetLocation(loc);
    if(player.Mode[MODE_DEFAULT_COMBAT] == COMBAT_MODE_TURN_BASED)
        SetTurnBasedAvailability(location);
    location.AutoGarbage = false;

But don't work when I copy this, because that's be modified? (location with coordonate?)

Do you know the script emplacement for definition of combat mode in game by default? (to forced the engine?)

I think it's in the Engine and i don't found.....

Do you know where is the code (script line?) to change the Caravan's combat mode at last?

Thanks for your help!
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Questions and Answers / Re: Create a turn based map?
« Last post by Slowhand on April 14, 2021, 11:20:42 am »
Hi guys!

Do you know how i can make a turne based map or modify a  real time map? The engine determine this at the creation of the map, and l want to test a self made donjeon in turn based, but i dont find the solution in the scripts or in the mapper

Thanks for your help!

The user can decide they want to play a map rt or tb as long as it's instanced for them only. They can do this in client options, use foconfig.exe or other configs to set. So for a quest location it can be turned based without any change on server side.
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