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Fallout

Up to date as of February 01, 2010
(Redirected to Pip-Boy 3000 article)

From The Vault

Pip-Boy 3000
base id: 15038 (player version)
236d8 (npc version)
25b83 (glove)

The Pip-Boy 3000 is an arm-mounted electronic device manufactured by RobCo Industries in the mid-21st century and is one of several Pip-Boy models that were issued as standard to Vault-Tec Vaults. The Pip-Boy 3000A is the first series of the 3000 model. Later series improved upon the functionality and appearance of the model. However, in the opinion of some technicians, the A series overall is very reliable.

Fallout 3 is ambiguous as to the subject of whether the 3000-series Pip-Boy can be removed or not. While Stanley Armstrong mentions that biometric seals prevent it from being removed and Gary 23 in the Outcast Outpost had his arm cut off, because he couldn't part with it, the game nevertheless indicates that removing it is trivial, as the Lone Wanderer and indeed, any PIP-Boy wearing NPC can easily change their apparel and slide sleeves underneath it with ease.

The use of the word "Biometric" would imply that only the owner of the Pip-Boy can remove it.

Contents

History

The Pip-Boy 3000A has been programmed by Pip-Boy developers with numerous functions which include displaying a wearer's stats, area maps, inventory, item properties, and a Geiger counter. In addition, a Pip-Boy is equipped with a radio and its screen doubles as a lamp. A user can set their color preference for the display. The four colors available are Amber, Blue, Green, and White.

Later, on that same day, this message is broadcast through the Vault radio: "Remember - your Pip-Boy is not a toy. Proper cleaning and maintenance will ensure its operation for this and future generations."

Functions

Stats Tab

  • Status
    • Displays the user's Condition, Radiation Levels and any Effects that are currently active.
      • CND - Status of limbs, and enables directional application of Stimpaks to crippled areas or to the body as a whole.
      • RAD - Precise reading of user's radiation level using internal Geiger Counter and options to administer Rad-X and Rad Away as necessary.
      • EFF - Displays effects of currently equipped clothing, radiation level, chemicals the user has ingested, the well rested function, any addictions the user may have and any crippled limbs.
  • S.P.E.C.I.A.L
    • Displays the user's S.P.E.C.I.A.L information as well as indicating positive or negative effects on their levels.
  • Skills
    • Displays the user's skill levels as well as indicating positive or negative effects on them.
  • Perks
    • Displays a comprehensive list of the user's perks.
  • General
    • Gives a rough indication of the user's Karma level and gives various interesting pieces of information about the user and their actions. See General Stats.

Items Tab

  • Weapons
    • Gives a readout of the stats of all weapons that the user is carrying on their person and aids in repairing of them.
  • Apparel
    • Gives a readout of the stats of clothing the user is carrying and, similar to weapons, aids in their repair.
  • Aid
    • Shows the stats of any food or medical items the user is carrying.
  • Misc
    • Shows any items that do not fall into any of the above categories.
  • Ammo
    • Gives details on the types and amounts of ammunition that the user is carrying.

Extra Information

Data Tab

  • Local Map
    • Shows a detailed map of the user's local area.
  • World Map
    • Shows a complete map of the area the user is residing in, allowing new locations to be automatically added when discovered. It also features a quest-linked map marker which appears on the Pip-Boy HUD as a large, solid arrow and guides you to your current quest destination. There is also a secondary, user-selectable marker that can be positioned anywhere on the map and provides the same real-time guidance. This marker appears on the Pip-Boy HUD as a large, unfilled arrow.
  • Quests
    • Shows any quests the user has been given as well as a record of those completed. Can also link an active quest to the Local and Global maps.
  • Notes
    • A record of notes that the user has obtained and allows playback of holotapes.
  • Radio
    • A built in radio receiver that can tune into local radio stations.

Pip-Boy light

The display of the Pip-Boy 3000 can be set to an overbright mode, and used to illuminate an area immediately around the user, acting as a makeshift light in darkened areas. The user's color preference will not affect the color of the light, and even though the display is located on the PC's arm, and is usually facing away from the player while not in use, it still provides 360 degree, three-dimensional lighting.

To activate the Pip-Boy Light, hold down the Pip-Boy access button. The default Pip-Boy access buttons are <Tab> for PC, O for PS3, and B for Xbox. The Pip-Boy light can be deactivated the same way.

Note that the Pip-Boy light understandably makes you easier to detect while sneaking, even in broad daylight and with a Stealth Boy active or while wearing the Chinese Stealth Suit.

Notes

  • Turning the light on will severely affect your stealth level to enemies, even when not in their line of sight.
  • While the lamp provides adequate light for smaller corridors, it may be useless in larger areas such as subway stations. Here you may have to turn up the lighting via the settings menu.
  • It is often advisable to turn the Pip-Boy lamp off when navigating dark places. Due to the lower overall intensity range, your eyes will get accustomed to the light level instead of adjusting to the smaller, illuminated part of your screen, which makes everything not directly illuminated much less visible. The lamp is best used when locating and looting individual items.
  • Even though the Pip-Boy Light is only on your left arm, it somehow still manages to encircle your entire body in light.
  • You can change the color of the Pip-Boy in the settings menu of the game.
  • The Pip-Boy is actually a non-playable piece of armor (form id: 15038, npc version's form id: 236d8). If it were to be made playable, it would not be able to be picked back up when dropped. Its glove (form id: 25b83) is also not playable, though there are community mods that can change this. Both versions of the Pip-Boy and the glove are light armor, have no value (the glove costs 30 bottlecaps) or weight, and have 100,000 hit points.
  • Stanley Armstrong comments that the Pip-Boy 3000 is so durable that he surmises you could drop a bomb on it and it would still work. He adds that "in fact, I know you could", subtly hinting at the previous forays beyond Vault 101's Vault Door that everyone denies ever happened.
  • There is a bug in the PC version when using the Enclave Commander mod and Operation Anchorage that can cause your Pip-Boy to vanish. As yet, there is no known fix to this, with a full restart being needed in most cases.

Bugs

  • Sometimes when you are entering the Operation Anchorage simulation, the date on your pip-boy will be 01.01.01. And, when you leave the simulation it will still show that date.
  • When viewing the player in Third Person, the Pip-Boy 3000 glows green. It has been known to stay glowing as you bring it up to your face, rendering it almost impossible to read it. Usually, you can just exit the menu and turn it off for it to work, if not restarting the game. The easiest way of removing the green light is to turn on your pipboy light which usually gets rid off the green light if not enter a house and load the autosave, at which point the green light should be gone. This glitch occurs when the world model for the Pip-Boy with the light on glitches and it also used as the one the player sees - so the light is on and right in the players eyes.(Confirmed on Xbox 360,PS3)
  • When the player attempts to use the pip-boy it will clip through your face causing it to be unreadable. Usually fixed by exiting and re-entering the pip-boy.
  • There is a bug where the top of the Pip-Boy screen is cut off. This may be due to using the Chinese Stealth Armor. (confirmed Xbox 360, PS3)
  • There is a bug where Pip-Boy stays glowing orange like you are on fire (from flamer, gas leak) even when not on fire. This sometimes happens when you enter a loading area while on fire. (Confirmed on Xbox 360, PC and PS3)
  • When viewing the maps section of the pip-boy and then pausing for a period of time the Background will disappear, easily fixed by lowing and raising it again. (confirmed Xbox 360)

Behind the scenes

Concept art for the beta Pip-Boy 3000

It would appear that at one time or another, the PipBoy 3000 was going to have a tunable radio, (possibly for hidden radio stations in certain locations) a far more GPS-like map feature and a more digital font judging by concept art found in the textures archive under interfaces/shared. (shown right)

See also

Video

Official Commercial


External links

  • Pip-Boy 3000 commercial at the Prepare for the Future site
  • Real-world PIP-Boy 3000 introduced as the Zypad WR1100

This article uses material from the "Pip-Boy 3000" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

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The flashlight, or torch, is located under the barrel of the MA5 Series and on the left side on M90 Shotguns.

Flashlights are small, usually portable devices, also attachable on weapons, which project a beam of light to aid vision in darkened areas.

Flashlights are quite common in the UNSC for combat in lowly-lit environments. The ODST troopers are the only known soldiers to not need the flashlights because they have the VISR. As such, many UNSC weapons have undermounted flashlights, or torches, below the barrel. In addition, all known variants of MJOLNIR armor have a built in flashlight on the helmet. Some Covenant armors have flashlights as well, such as the special flashlight integrated into the armor of the Arbiter.

Contents

Halo: Combat Evolved

In Halo: Combat Evolved, the flashlight was originally intended to be only usable while carrying the MA5B Assault Rifle or M90 Shotgun, both of which have built in flashlights mounted beneath the barrel. However, this was eventually changed. The only flashlight usable in the game is that mounted on the right side of the MJOLNIR Mark V helmet, which can be used at any time. This change was incomplete at release, as the flashlight's beam will still swing with the gun's movement while melee-attacking or reloading. Marines can be seen to use the gun-mounted flashlights on the level Truth and Reconciliation. The MJOLNIR armor's flashlight has a limited battery pack which will slowly deplete while in use and recharge while turned off. The flashlight turns off when it has been activated for around a minute. When activating the flashlight while zooming in with a Sniper Rifle, it automatically activates its night vision feature.

Halo 2

The MJOLNIR Mark VI Armor also contained a built in flashlight. However, this model was more advanced and drew its power directly from the suit's power source. Because of this, it did not have a battery and could be used for any length of time. However, it had a light-sensor which caused it to turn off automatically in well-lit areas. Although the Assault Rifle was absent from the game, the Shotgun still possessed its flashlight. Despite this, it could not be used and no Marines were ever seen doing so.

Halo 3

The flashlight functions in much the same way in Halo 3 as it did in Halo 2. Like in Halo: CE, both the Assault Rifle and Shotgun possess inbuilt flashlights. However, the Shotgun's flashlight is now mounted on the weapon's left side rather than underneath the barrel. As before, neither are usable and only the light built into the armor functions. Unlike Halo 2, however, the flashlight in Halo 3 does not turn itself off in well-lit conditions, and can be left on indefinitely without any negative side-effects. The Arbiter, controlled by Player 2 in Co-Op mode, has a light source built into the armor over his left shoulder and it functions identically to the Master Chief's light.

Multiplayer

The flashlight was only usable in Multiplayer in Halo CE and its PC counterpart. In Halo 2 the same button is used for voice chat in Multiplayer and the flashlight cannot be used. In Halo 3 the controls moved to the D-pad and in Multiplayer activates chat or forge mode.

Trivia

  • The light of the flashlight can be used to easily spot opponents using Active Camouflage, since the light reflects off. This is noticeable in Halo PC, and when the contrast is turned up high, Stealth Elites can be clearly seen. The same idea works for Multiplayer.
  • When you have an Active Camouflage activated, the flashlight will not function. It would make you very visible if it was functional.
  • In Halo 3: ODST, Orbital Drop Shock Troopers are seen not to use flashlights. Instead, their helmets' heads-up displays have the Visual Intelligence System, Reconnaissance built in. This is the first example ever seen of a regular soldier having more advanced technology than a Spartan. The flashlights on the shotgun and the assault rifle remain, but they are not usable. Mickey has a helmet mounted flashlight, it is never seen being used.
  • In monitor mode in Forge, looking at a surface may reveal an in-built flashlight, which may have been created to shine infront of shadows to see better. It is not present if you set the monitor camouflage to 'good'.

This article uses material from the "Flashlight" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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