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  1. J

    Help a scripting retard with his script.

    Yes :) You re right it seems it does work if player have this item in hand, must have some Deja Vu. Here you have working code that you need: procedure use_p_proc begin script_overrides; if (critter_inven_obj(Dude_obj,INVEN_TYPE_RIGHT_HAND) == Self_obj) or...
  2. J

    CharEd BTWX

    It's good for decompiling :D, you can decompile it like Fallout script. If someone wants easy building of GUI apps for windows it's better to take some Borland tool (Delphi,C Builder), you get some real compiler this way ;).
  3. J

    Help a scripting retard with his script.

    Sorry but removing items is not working :). You used for this test modified version of one of already existing items from fallout did you? Now you can clear all your use_p_proc and this item will still disappear after use, rm_obj_from_inven(Dude_obj,self_obj); has nothing to do with this. PIDs...
  4. J

    Help a scripting retard with his script.

    Post whole script not only that proc ;)
  5. J

    Help a scripting retard with his script.

    It this proc that you posted everything is ok so no problem here.
  6. J

    Help a scripting retard with his script.

    critter_inven_obj(Dude_obj,INVEN_TYPE_RIGHT_HAND) - return pointer to object in dude right hand critter_inven_obj(Dude_obj,INVEN_TYPE_LEFT_HAND) - return pointer to object in dude left hand critter_inven_obj(Dude_obj,INVEN_TYPE_WORN) - return pointer to object that dude wear. you...
  7. J

    CharEd BTWX

    Yes and sometimes open comes handy too. But seriously, you need to read and save by byte in file. This can be done in windows by winAPI or some internal call like(BlockRead,Read,Write etc), you can make a winapi call from VB don't you(microsoft platform and all)?
  8. J

    Moving npc stopping to move upon map re-enter

    Yea that can be done even shorter: He moves->you exit (hi's gone) :)
  9. J

    Translating Language

    At NMA Files Section or directly from here http://bug.ii.uj.edu.pl/fallout/tools/FO2LC_v3.zip
  10. J

    Moving npc stopping to move upon map re-enter

    Mowing/animating critters is one of hardest things to do in fallout so if You are at that then You're high level scripter now ;). I have my own way of creating moving critters: Create a local variable by name LVAR_current_waypoint. And add that code to the map_update_p_proc...
  11. J

    Help a scripting retard with his script.

    There is one important thing to remember when working with variables: GVAR_dvmag - will return you the number of variable global_var(GVAR_dvmag) - will return you value stored in this variable(in most cases this is what you want) So to increase value of global variable GVAR_dvmag you...
  12. J

    Help a scripting retard with his script.

    Not sure if i understand you, there is already include option in FSE just press F5 and select file done. This way it always puts #include statement in right place. Can you be more specific? Like step by step guide how to replicate that bug? Well, i try to do some work on it after next NA...
  13. J

    Help a scripting retard with his script.

    Hey guys, Headers folder is used for many many things in FSE :)(registering script,global and map variables,auto-completion etc) but NOT for include. Watcom always take #include from script, an it should be ;). To solve problem with includes go to options and check "Update #include on script...
  14. J

    Help a scripting retard with his script.

    In very similar way it works in new version - first FSE try to find error line in script file - if not found then it opens temp.i and show in that file - user has option to always showing temp.i There is no switch for that, but it can be easy done so i will put it in new version;).
  15. J

    Help a scripting retard with his script.

    If you get from Compiler this: Then precompilation(with watcom) went wrong, since you should not have any macros in your precompiled file TEMP.SSL. Instead of SCRIPT_IREWI there should be number 1304. Did you get some errors from Watcom? Like: C:\Program Files\Black Isle\Fallout...
  16. J

    The EPA mega projectly !!!

    original dev info about that location can be found in FO Bible. There was already a EPA project in work. But we did not do much, some maps, docs etc. I just found that we still have this old EPA Maps on FMC server, here you go http://fmc.prv.pl/EPA/maps/maps.rar.
  17. J

    What way do you find best to create a mod?

    Do you have a set procedure that you follow rigorously, like mapper->editing->scripting, etc? It is the natural way that you must start with mapping/dialogs and then if you have some maps you can start scripting. But it is very bad idea to first do all maps and then do all the scripting...
  18. J

    Non-matching scrname.msg/scripts.h AND script crashing Fo2

    Well, it was just a wild guess :wink:
  19. J

    Non-matching scrname.msg/scripts.h AND script crashing Fo2

    This is because script SCRIPT_MSGTEST has wrong number (1452), but it seems that in scripts.lst exists some other script with that number so engine has found a msg file but line numbers are wrong so dialog don't work. It's because SCRIPT_MSGTEST1 has wrong number (1452) but there is no script...
  20. J

    Non-matching scrname.msg/scripts.h AND script crashing Fo2

    \data\scripts\scripts.lst file is a most important one. Basically scripts.lst is a list of all scripts in system, if you add new script to scripts.lst then game will see it and you can use it. As Dude mentioned game determine scripts by it's number in scripts.lst. Starting from 0...
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