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    FSE Compiler error

    I've been using FSE to compile my scripts. It's a great piece of software but today I encountered an error I can't explain. It only occurs on one particular script. It compiles fine (according to the output message), however I then get the message: FSE was unable to copy file to Fallout...
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    Time Event

    Timed events are exactly what I've been working on lately. I've used them to script complex float conversations pretty well, without really understanding what I'm doing. I was able to get success only by tinkering with pre-existing code, trial and error.
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    I broke my map...

    This is definitely proto-related, but not deletion. Launching the game executable doesn't delete anything in the /dev/proto/ directory, however when I open the editor the slot for my new proto shows a blank window. When I try and edit that blank slot I get a 'error adding prototype' message...
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    I'm addicted...

    But now that you mention it, here's the problem I've been having... Here's my floater conversation code: if( Complex_Float_Stage == 0 ) then begin float_msg(dude_obj, message_str(NAME,670), FLOAT_COLOR_NORMAL); Complex_Float_Stage += 1; add_timer_event( self_obj...
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    I'm addicted...

    Sorry - I guess I get a little punchy when I'm stuck in a hotel room with nothing to do.
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    I'm addicted...

    To scripting. I'm not great at it, but this week I'm in New York City looking at apartments, and all I can think about is how I can't wait to get home so I can work on getting that stupid floater conversation timed correctly.
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    Is there a way...

    I actually thought of that, but I couldn't figure out a way to make a drug spontaneously change your gender. What I need is that Girdle of Femininity from Baldur's Gate.
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    Is there a way...

    To change the player character's gender while in the map testing module? I know about the crash issues with the edit_obj_dude I figured out an easy way to test the stupid conversation threads by making 'stupid beer' that decreases your intelligence, and dotting it around the npcs...
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    Water - the scarciest commodity in the wastes?

    Hmm, if memory serves, water goes for $1000/glass in the Modoc cafe... and that really sucks when you want to wash down those 27 brahmin balls you just wolfed down.
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    How did you discover Fallout ?

    I actually discovered the Mac version of FO first. Back when Macs were computers, and not fruity artschool projects. That was when it was brand new, and I played it at a friends house for a few days. Then, years later, I was browsing through PC titles and came across FO2, and was like "oh...
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    I broke my map...

    Somehow. I launched the normal game executable (ie, fallout2.exe), and now when I try and open my map through the editor, it just crashes to desktop immediately. Before I had launched the game the map opened fine. I'm hoping there's some config setting I need to reset. I don't have...
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    Such a lack of hostility...

    Here's the entire character code: /* Include Files */ //Overrides the pickup p proc. #include ".\headers\define.h" #define NAME SCRIPT_RUFUS #define TOWN_REP_VAR 0 #include ".\headers\command.h" #include ".\headers\ModReact.h" /* Standard...
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    Such a lack of hostility...

    Ok, so this problem hasn't entirely gone away. Now, when I test the map in the editor, the first time I trigger the hostile response the NPC attacks me, like he's supposed to. However, if I hit F8 again to close out the test, and then relaunch the test, he won't attack me again. The...
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    Such a lack of hostility...

    Heh, I'm an idiot. The reason this wasn't working, I think, was because of a combination of the mapper cfg settings, like Sirren suggested, and me neglecting to define the # of localvars for each new file in SCRIPTS.lst Thank you both - all seems well now.
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    Such a lack of hostility...

    I do, I think: procedure critter_p_proc begin if ((local_var(LVAR_Hostile) != 0) and (obj_can_see_obj(self_obj,dude_obj))) then begin set_local_var(LVAR_Hostile,1); end LVAR_HOSTILE is instantiated with a value of 5. I'm new to FO2 scripting, obviously, so I'm trying to piece...
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    Such a lack of hostility...

    Hey all, after many, many years of enjoying Fallout, I've decided to try my hand at modding FO2. So far everything's working out well. I've been using the Fanmade Fallout Dialog Editor for the NPC interactions, and that works very well. However I can't get a hostile conversational response to...
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