Help with basic scripting

Discussion in 'Fallout General Modding' started by Chancellor Kremlin, Aug 29, 2010.

  1. Chancellor Kremlin

    Chancellor Kremlin Mildly Dipped

    Nov 17, 2008
    OK, so I realise this is a long shot as it requires someone (or people) with some patience to help me/guide me along some scripting issues.

    This is the first time I have tried to edit any Fallout 2 scripts, and im currently using Restoration Project 2.1. What I am aiming to do is create a random encounter in the game map with a character (or characters) in which I can engage in dialogue. I also want to experiment with moving the character(s) about on that particular map, eg starting at one end of the map, then being in another etc.

    I have tried reading scripts for characters I know do the above (eg when talking to Westin about cattle and then being 'taken' to the pastures) and so forth, but the script is so complicated I can't tell which lines are involved with 'teleporting' the player.

    I am using FSE to 'see' the scripts (decompile and compile, not sure) - and even then I am having trouble using it as a lot of it seems quite complicated.

    Like I said, I know its a long shot asking for this much help, but I would be very grateful if anyone would volunteer to help me out in writing this script (or at least shedding some light on it so that I may eventually do it myself - kind of like tutoring).

    Many thanks.
  2. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    You don't have to decompile westins script. Just check the original script files that come with the official BIS mapper. There everything is inside. Open the script and search the message number of that text line. It's reall easy to find out.
  3. Ardent

    Ardent A Smooth-Skin

    Jul 24, 2009
    If you want to learn about making random encounters in Fallout 2, I suggest you read this tutorial on the Modding Wiki.
  4. Grayswandir

    Grayswandir Mildly Dipped

    May 9, 2008
    You mean you want to move the dude from one point to another of the same map?
    I think this might help you, it comes from MCSLGGRD.ssl

    procedure Node990 begin
    move_to(dude_obj, 25702, dude_elevation);
    critter_attempt_placement(dude_obj, 25702, dude_elevation);
    attempt_place_party(25702, dude_elevation)

    25702 should be the hexe on the map, you can check wich number a hexe have in the mapper.
    Otherwise for your special encounter thingie, I advise you to replace an existing one for now. When you script and dialogue is up and runing, it will be time to follow the link from Ardent. At least that how I would do it.