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  1. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Hi, I have troubles with set_perk_owed function. Some time ago I have tried it and it seemed to be OK, but... Here is code: (DUDE_OBJ.SSL) ~~~~~~~~~~~~~~~~~~~ if (fixed_param == _perk_enable) then begin set_perk_owed(1); display_msg("new perk enabled"); end else...
  2. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Those new perk functions are enough for perk rate, cool 8-)...
  3. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Nice one... I think I've asked you few months ago... but Would be possible to change perk rate ? There is trait gifted, but I think it's not easy cos there isn't any perk rate like in fallout tactics... EDIT: And also don't know if is possible to add some STAT_current_ap, there is only...
  4. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    :cry: ... I'm sorry. I haven't noticed that metarules :o :o :(( Now I see it in define.h #define player_kill_count(TYPE) :roll:
  5. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Well, it seems i'm hopeless :? i've converted .vcproj to .dsw by some tool here http://www.arstdesign.com/articles/prjconverter.html deleted ddraw2.cpp and removed it from .dsp file ...... EDIT: CUTTED OFF by me...
  6. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I just want to have our mod compatible with Win9x. btw i have VS6.
  7. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Hex editing is no problem. And I've never had problem on XP with 9x version.
  8. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    That's a pitty. We don't use shaders. So i think it's better to use Win9x version... I'm not sure. I think Shattered Destiny use sfall, there is ScriptExtender=1 but don't know if it use the new script functions... A little bit off topic > I've found some very interesting commands in...
  9. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Nice work... :clap: as always :)... Could you also release version for win9x too ?
  10. Mario_Dweller

    Fan Made Fallout dialogue tool

    I use my FDGv2, it works... But if you prepare some good template, it's may faster write it from scratch...
  11. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Timeslip, Would it be possible to add script functions to get kill counter values ? (in CHAR window KILLS)
  12. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    BTW I've tested global scripts yesterday on Celeron 366 and Win2K. It works OK fluently. And more BTW, is this useful ? ;-) http://www.codeproject.com/dll/RemoteLib.asp
  13. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I haven't tried it yet. :D.
  14. Mario_Dweller

    How do i install a compiler?

    Arroyo.bat is not a script, it's just batch file. You don't have to use any editor. Just try to run arroyo.bat or something from windows and you should see if it's OK. BUT: TEMP.I(1): Error! Expecting top-level statement It seems like debug info is OK. You can try compile some SSL...
  15. Mario_Dweller

    How do i install a compiler?

    Try to set path in autoexec.bat to your mappers/scripts folder and restart PC before u use P.BAT like: C:\AUTOEXEC.BAT: set path="C:\Games\F2Mapper\scripts" and then just try to recompile some fallout2 script, use for instance arroyo/arroyo.bat .]
  16. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I've just obtained MS V C++ 6.0. Is it useful to make sfall work on W9x ?
  17. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    ';' means comment, remove those ';' from lines u use
  18. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Is there any way to make global script loaded on game start ? It runs succesfuly if i load game but... And loading global script from DAT would be cool :P
  19. Mario_Dweller

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    1) as Timeslip already told, ID number is numer of perk from define.h (mostly it's (FRM - 29) too, bot not always) 2) start counting from 0, if your editor counts from 1, it's just (line - 1) :lol: 3) there are 2 skill entries : skill1 and skill2, they could be requirements or bonuses and...
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