Hello sfall peoples!
I cannot get the @ procedure stringify operator to work:
procedure foo begin
display_msg("Called foo.");
end
procedure start begin
if game_loaded then begin
// variable fn = "foo"; <--- this doesn't work either, same compiler error
variable fn = @foo...
Very happy to! New to NMA and hesitant to start too many new threads, not sure how the community usually posts!
For what it's worth, I posted to the Sfall thread because I wanted the question to reach the Sfall developers who could RE map_obj because Sfall provides the RE functions dialog_obj...
Is there any way in sfall or vanilla to get the map obj for a specific map? Specifically, given a map index.
I'm looking for a map of [map index] => [map obj identifier (of the map script)]
For example, provide 126 as a parameter and get the 123456789 obj identifier of the Artemple script...
Note: it's not critical for me to use a specific critter, I'm happy to spawn whatever critter.
My backup plan might be to use one of the "Hero * (don't use)" protos because I'm guessing that they're not used? But other mods could use them.
Thanks!
Edit: Lexx for it working & helped me get it...
The docs say that it's relative to the data directory. Although, yeah, I tried with data/ and also used \\ slashes per docs and nothing working yet.
Can I use art_change_fid_num to switch to use an animation that's provided in data\art\critters\ but not defined in a proto?
I'm trying to make a...
Hi all, I'm having a problem compiling a script using any fs_* functions
The compiler that comes with sFall Script Editor 4.1.6 (also tried 4.1.7 RC0) simply tells me expecting ';'
Here is the code I'm trying to compile:
#include "../headers/define.h"
#define NAME "gl_mymod"
#include...