Release v.1.2 from 03/31/2009
Warning! This release are made like update for 1.1 version. You must have installed 1.1 version of Pocket F.A.L.L.O.U.T. on your device.
Installation : Copy and replace files from archive to Pocket F.A.L.L.O.U.T. folder.
Other links to download
Update 1.1 to 1.2 (with new images)
Full 1.2---- Technical features
- Added block of highlight
---- New game features
- Added new config parameter - quick_save_slot={<value>}
Where <value> - index of save slot (from 1 to shock, By default it = 8
- Updated algorithm of text fade speed. Now it depends from value of parameter inv_rotate_timer
- Updated path find algorithm (thanx to FATH) (see resource\modules\path_finder.pfs)
- Updated algorithm of unit turn to target (thanx to EvilVirus) (see resource\modules\path_finder.pfs)
- Added GUI button of scrolling map to hero
- Added GUI button of quick saving
- Gamplay has been stopped when PIP boy window is displaying
- Added exit to main menu button on WorldMap window
- !Added long range attacks (you can buy gun and ammo on Trader map)
- Updated and fixed base skill models
- Updated fight model (FATH, maskin)
---- Errors
- Fixed memory leak
- Fixed small bugs in PIP boy screen
- Fixed bugs with opening some boxes
- Fixed use model bugs (bug with using of stimpack)
- Fixed bug with “Take all” button
---- PFSL language
== Events at unit_events.pfs and global.pfs ==
- new event: procedure OnUnitBeforeAttack(unitName : String)
- new event: procedure OnUnitAfterAttack(unitName : String)
- new event: procedure OnUnitSetItem(unitName : String, itemName : String) – call when unit put item to his hand
- new event: procedure OnWeaponReload(unitName : String, weaponName : String)
- new event: procedure OnAfterFade(fadeID : String)
== Enumerations ==
- Added new values for WeaponParam
- WeaponParam.MagazineAmmoCount – Max ammmo count in magazine for weapon
- WeaponParam.CurrentAmmo – Current ammo count in magazine
- Added new enumeration FadeType :
- FadeType.In
- FadeType.Out
== Main methods ==
- procedure DoFade(fadeID : String, type : FadeType, [frameCount : Number]) – do screen fade and call OnAfterFade() event.
== Class MapObject ==
- DoReload() – Do current weapon reload