# script prob

Discussion in 'Fallout General Modding' started by fuzzi, Nov 7, 2006.

1. ### fuzziIt Wandered In From the Wastes

Jul 7, 2006
I did two things: look.

edit city.txt

Code:
[Area 50]
area_name=myLocationName
world_pos=270,90
start_state=Off
;lock_state=on
size=Small
townmap_art_idx=-1
townmap_label_art_idx=-1
entrance_0=On,130,410,startMap,-1,-1,0
and add this slice of code to some map

Code:
procedure map_exit_p_proc begin
if (town_known(50) == MARK_STATE_UNKNOWN) then begin
//debug_msg("  mark_on_map("+50+")");
mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_KNOWN);
end
end
It still doesn't work neither game or mapper (((

Jul 7, 2006
3. ### jargoWhere'd That 6th Toe Come From?

May 25, 2003
Try maybe this:
Code:
mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_VISITED)

Code:
mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_KNOWN);

or set state in city.txt as ON, and use mark_world_subtile_visited(XPOS,YPOS,RADIUS) to schow it.

4. ### fuzziIt Wandered In From the Wastes

Jul 7, 2006
I tried
Code:
mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_VISITED)
but is was same problem.

Fortunately
Code:
mark_world_subtile_visited(300,72,0);
works perfectly! Thx jargo

check screenshot:
http://img129.imageshack.us/my.php?image=333jo2.jpg

but I need last two things. Hero this location knows very well. So If u look at screen u will see UNKNOWN as name location. I need that instead UNKNOWN figure real name of my location.

And second thing is: How can I add name of my location on right panel? (mark red color at right side on screenshot)

5. ### Sirren67Look, Ma! Two Heads!

Dec 7, 2004
Those names are simple .FRMs. They're kept in the art/interface folder (if I remember correctly). You can aither substitute an existing one or use one of the unused Abbey/EPA/Primitive tribe ones. (Can't remember if you can actually add more to the regular ones).
Not sure about the town visibility... Check the script of the Elder in artemple, or even artemple.ssl. Test the thing in game, in mapper it can work or not according to the moon phase or such...
See you.

6. ### lisac2kVault Senior CitizenModder

Oct 26, 2004
Register your town in "..\data\text\english\game\map.msg" (starting with the line #1500) or rename one of the existing names... You'll need to adjust more files, and that would be "..data\data\maps.txt" and "..data\data\city.txt" just make a few experiments and you'll get it eventually.

7. ### fuzziIt Wandered In From the Wastes

Jul 7, 2006
Yes. I found it thx. But if I will do new FRM or use Abbey/EPA etc., I dont know how that FRM assign to my new town. Its via some script ?

Town visibility is allredy ok. I just need instead ""UNKNOWN"" real name of my location only.

8. ### Sirren67Look, Ma! Two Heads!

Dec 7, 2004
Done!
I looked in the elder script and found this piece of code:

mark_klamath_on_map// NO semicolon

I actually replaced Klamath with a custom town, so my Florence area is actually registered as klamath_area... I practically edited only the name. I added the piece of code in the map_enter procedure in my artemple script, left to the world map and found that Florence was properly displayed.
Town areas are registered at the beginning of maps.H. Make sure that the rest of the town entries are properly registered as Lisac2k pointed out.
Please let me know if this helps.
See you.

9. ### fuzziIt Wandered In From the Wastes

Jul 7, 2006
If I understand well all that you write here I allredy did it. I just need advancement for assign new town FRM's to game + town "UNKNOWN" prob.

10. ### jargoWhere'd That 6th Toe Come From?

May 25, 2003
Here you go:

1)create your frm and put it in data/art/intrface folder(remember that fallout filename is 8 letters max)
2)from master.dat get intrface.lst and put it in same folder as abowe
3)add you new frm to intrface.lst at the end:
Code:
EG_SAN04.FRM   ; Endgame Sequence - San Francisco #4
EG_MYR01.FRM   ; Endgame Sequence - San Francisco #5?
twnmilbs.frm   ; Town map "Military Base"
yourmap.frm   ; your map name graph

4)in city.txt each entry has something like this:
Code:
townmap_label_art_idx=378

This number tells engine what frm file it should use to schow city name in right worldmap panel.
This is entry number in intrface.lst(simple line number from that file , count from 0)
Put in your location entry number 469 (standard intrface.lst has 468 lines counting from 0)

11. ### fuzziIt Wandered In From the Wastes

Jul 7, 2006
thx THATS IT! I provisionally use FRM of ABBEY.
but I have small problem. If I set in city.txt
Code:
size=Small
= small circle
and click on "ABBEY" = my location, hero travels except circle(if I click on green triangle hero is at desert). Check screenshots... Is any way how fix this problem?

EDIT 1: I tested large/medium/small circles.

http://img372.imageshack.us/my.php?image=111el7.jpg
http://img398.imageshack.us/my.php?image=222hq5.jpg
http://img398.imageshack.us/my.php?image=333wj5.jpg

EDIT 2: jargo have you any idea about my town "UNKNOWN" problem? Look. I need something like GECKO. Lynnete(=?) gives you the quest about gecko and hero seen only 1 square(where is gecko location situate) AND LOC. NAME GECKO. I think location has status VISITED but squares around gecko was black. Next quest is "explore" squares around gecko. Do you know what i need?
Shortly:

1. visible one square where is my location situated
2. visible NAME of location
3. invisible(black) 8 squares around my location.

EDIT 3: something like VAULT 15 in F1. Only 1 square was visible + name.

12. ### jargoWhere'd That 6th Toe Come From?

May 25, 2003
Nope, Gecko is set as known using normal
Code:
mark_area_known(MARK_TYPE_TOWN,AREA_GECKO,MARK_STATE_KNOWN);

call and squares around it are visible not black (they are set as known-greyed) but you must enter each square to make it visited and that is tested is stark script.
Engine just make it in this way if city state is unknown then unknown text is displayed by the circle, it must be at last known to show name and panel button.
I don't know any way to override this.

I think that you should tinker witch city position,the problem is that when you click button, marker go directly to exact position as stated in city.txt but map circle is drawn in another way(engine always try to draw it central on one tile)

Jul 7, 2006

14. ### lisac2kVault Senior CitizenModder

Oct 26, 2004
Search through "..data\data\city.txt" there you'll find something like "world_pos=X,Y", it defines the town position.

When you unmark the city (or set it unmarked by default), it's center (the center of the green circle!!!) should have those X,Y coordinates... And your hero shall travel toward these coordinates.

Jul 7, 2006

Jul 7, 2006
Any ideas ?

17. ### fuzziIt Wandered In From the Wastes

Jul 7, 2006
I tried change something in MAPS.MSG and I chose Klamath location for example:

Code:
# 09: , .MAP ;Klamath Downtown
{227}{}{Downtown}
{228}{}{Downtown}
{229}{}{Downtown}
to
Code:
# 09: , .MAP ;Klamath Downtown
{227}{}{xDowntown}
{228}{}{xDowntown}
{229}{}{xDowntown}
but no alternation (((

18. ### MIB88So Old I'm Losing Radiation SignsModder

Feb 22, 2005
The names you need to change are in the city.txt file.

19. ### fuzziIt Wandered In From the Wastes

Jul 7, 2006
In city.txt ? where ?

EDIT: I found this
http://www.nma-fallout.com/forum/viewtopic.php?t=12187
but It doesn't work. If I change klamath's automap name of downtown:
Code:
# 09: , .MAP ;Klamath Downtown
{227}{}{Downtown}
{228}{}{Downtown}
{229}{}{Downtown}
to
Code:
# 09: , .MAP ;Klamath Downtown
{227}{}{xDowntown}
{228}{}{xDowntown}
{229}{}{xDowntown}
I don't see any difference.