Need some help with Fear... - Cause I'm on a Mac...
Okay, I know that in the PC versions of 1.5, Fear was updated so that it could use all the fancy stuff added to the Myth engine. Now, I have a problem...I'm on Mac and there was no Fear update...so I'm stuck with the 1.3 version of Fear. Is there any way at all to be able to use the new features in this version of Fear? Or am I stuck?
It depends what features of 1.5 you're interested in. All of the extended flags are still available in Mac Fear, but you need to enter them as terrain parameters (Refer to this link for details on how to do that).
Other 1.5 features however, yes you will need to either get someone on a PC to help you out, or try to get a working version of Virtual PC which can run Fear for PC stably enough to be useful.
There is also however a Tool that was made which I believe allowed you to edit tags that have new features in them unavailable in Mac Fear (it also ran in OS X). But I can't for the life of me find it now, I don't remember if it was completed or still in beta, but it looked VERY promising and would be just what you need.
Hopefully someone else has better luck searching or remembers the link.
Other 1.5 features however, yes you will need to either get someone on a PC to help you out, or try to get a working version of Virtual PC which can run Fear for PC stably enough to be useful.
There is also however a Tool that was made which I believe allowed you to edit tags that have new features in them unavailable in Mac Fear (it also ran in OS X). But I can't for the life of me find it now, I don't remember if it was completed or still in beta, but it looked VERY promising and would be just what you need.
Hopefully someone else has better luck searching or remembers the link.
- TarousZars
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I wrote a few scripts and a Small app, that give you Morale, Inventory, and new Artifact functionality. They are beta quality but do work. you can check them out in my folder at udogs.
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Cool, thanks for the replies. That document really helped, I'll keep an eye out for this new version of Fear for mac though... I have yet to check out the scripts, but they should be helpful.
What I really meant by blocking, was making it a special ability. Take TSG for example, with the melee units with those shield...er...whatever they were called. If you pressed T, they would raise their shields for a moment. I was wondering how that was done, I've never been able to get it to work properly.
EDIT:
Also, I was wondering if it would be possible to have the units create dust clouds, but only on certain terrains or when they were charging.
What I really meant by blocking, was making it a special ability. Take TSG for example, with the melee units with those shield...er...whatever they were called. If you pressed T, they would raise their shields for a moment. I was wondering how that was done, I've never been able to get it to work properly.
EDIT:
Also, I was wondering if it would be possible to have the units create dust clouds, but only on certain terrains or when they were charging.
Vidmaster's Oath:
I pledge to punch all switches, to never shoot where I could use grenades, to admit the existence of no level except Total Carnage, to never use Caps Lock as my ‘run’ key, and to never, ever, leave a single Bob alive.
I pledge to punch all switches, to never shoot where I could use grenades, to admit the existence of no level except Total Carnage, to never use Caps Lock as my ‘run’ key, and to never, ever, leave a single Bob alive.
Oh, the TSG shield 'attack' basically creates a warlock ring of fire style projectile (ie causes constant damage for a while). However this projectile takes away the firey effect (unless you want a cool effect with it!) and has the flag "Does not affect monsters" selected in its little damage window.
In this way, any projectile that 'hits' the unit is destroyed before it can cause any damage.
Tweaking of ranges and damage caused to these projectiles would be needed, but that's the basic idea. The attack then is timed to last only as long as the unit's "block" animation.
As for your edited in reply, that would likely require scripting, as it's possible to detect units that are charging using the Geometry Filter action (to find all charging units of a given type) and then add the effect. But it might not be a particularly elegant way to do it.
Edited By haravikk on 1135816411
In this way, any projectile that 'hits' the unit is destroyed before it can cause any damage.
Tweaking of ranges and damage caused to these projectiles would be needed, but that's the basic idea. The attack then is timed to last only as long as the unit's "block" animation.
As for your edited in reply, that would likely require scripting, as it's possible to detect units that are charging using the Geometry Filter action (to find all charging units of a given type) and then add the effect. But it might not be a particularly elegant way to do it.
Edited By haravikk on 1135816411
- William Wallet
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