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  1. J

    MVAR problem

    That means simply that something is wrong with definition of this var in 23rd.h or you included this file wrong or something like that. But i too do not see any code bugs sorry. errrrr, well this is not true. Map vars (from *gam files) have nothing to do with map script and to make map...
  2. J

    Value vs. Reference problem

    Yup that's right from all animations in reg_anim block are fired in same time when reg_anim_end is reached. Nope obj is a pointer to an internal object, in fallout scripts you don't have to worry about such things ;).
  3. J

    problem with timer

    1) You can place that code in player script(dud_obj.int) this is the script that is always active so will work on any map. 2)You can also use global var instead of local var and put that script on every map that you think player can get in this time. 3)You can ad this code to script of...
  4. J

    Area Index Number List

    Master.dat is archive file type (like zip and rar) use datexplorer,datman or any other utility to unpack this file(you will find all in NMA download section).
  5. J

    Area Index Number List

    Map numbers used in exit grids can be found in Data/maps.txt in master.dat. Area numbers on other hand are stored in Data/City.txt but there is no need to know them for just linking one map to another.
  6. J

    How to add the car to a map.

    Car creating works just like that: 1 First it checks if car is not on map (map_var(MVAR_Made_Car) == 0) 2 If player got this car at all (global_var(GVAR_PLAYER_GOT_CAR) != 0) 3 If car is on current location (area from city.txt) (car_current_town == AREA_EPA) So...
  7. J

    How to add the car to a map.

    Well you made a mistake in the code: else if ((map_var(MVAR_Made_Car) == 1) and (car_current_town == AREA_EPA)) then begin set_map_var(MVAR_Made_Car,0); it should be: else if ((map_var(MVAR_Made_Car) == 1) and (car_current_town != AREA_EPA)) then begin...
  8. J

    Stop map travel; Remove messages on item use

    hey a very neat code you have here. Great job I need some time to test it, i think it can be very useful in some special events. Thx
  9. J

    Stop map travel; Remove messages on item use

    Hey great work on exe ravachol :). Its something i wanted to do some time ago but failed. Give it here man. ;) BTW what disassembler you use? IDA?
  10. J

    How does one prevent trade? (disable barter button)

    That will not work. You can call barter screen with script even with barter flag OFF but if you do so there will be those black dialogue boxes left on screen and you can't do nothing (and it looks ugly too).
  11. J

    MOD : NPC Enhancement - Miria 1.0

    Miria Mod don't work for you since you got patch000.dat file in main Fallout2 folder. Remove that file and it will work, but you will play without 1.02 patch. so i suggest: 1)Remove patch000.dat 2)Get and install Unofficial Killap patch (has 1.02 + many more) 3)...
  12. J

    Scenery spawned via script

    The only thing is that i used your code and it worked perfectly fine, barrels were created, animation and light was all ok. Probably one of those ghost bugs with maps. Check if this happen on another map.
  13. J

    Scenery spawned via script

    Thats weird, fire animation is done in FRM by using PAL special colors. I just tested that and all worked fine for me. Can you post your script? Next time i will have "dispell Silencer" ready at hand ;).
  14. J

    Toxic-Mod announcement

    I've got packed data folder from you Wild but no script sources or something like that. No matter this mod is back on trail so we simply write new ones. ;)
  15. J

    Toxic-Mod announcement

    ColJack i PM-ed you my docs for Toxic Mod from Wild_qwerty.
  16. J

    Toxic-Mod announcement

    Yes and thanks you for that Wild_qwerty :). I'm still on that project but New Arrayo mod is my prio now so it will take some time. But if you guys are back on something with Toxic mod you can count me in. Scripting is easy i just need english dialogue/text writer ;).
  17. J

    Moving npc stopping to move upon map re-enter

    You showed us very small amount of code. In this fragment only one thing is weird: add_timer_event(self_obj, game_ticks(3), TIMER_WAIT); float_msg(Self_obj,"Moron...",FLOAT_MSG_RED); add_timer_event(self_obj, game_ticks(3), TIMER_WAIT); Why use two...
  18. J

    Help a scripting retard with his script.

    Well this "while" loop on my pc (1.6) goes pretty fast i did not notice any difference in map loading time. But loop can take some time, i remeber testing that on my old pc(500Mhz) with simple loop 10000 and it take about 2 sec to go.
  19. J

    Help a scripting retard with his script.

    should work for any script but was intended for map script call from map_exit_p_proc. I did not tested it, if you have time please do. :D
  20. J

    Help a scripting retard with his script.

    Read this and try it: http://www.nma-fallout.com/forum/viewtopic.php?t=17362
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