If you want your script to show in the mapper, than you should update script.lst. Add hte script name to a new line in the end of the list. If you want the script to actually work, than you should have the compiled script (.int) in the scripts folder (same folder as scripts.lst). Anything more...
Yes. Please be more specific in what you need. If you want to script a brand new character, than check out Quantum's guide in here https://www.nma-fallout.com/threads/quantums-fallout-modding-how-to-videos.220015/ sfall script editor. Otherwise you should ask and explain what you need better.
Huh, silly me. That actually looks good. I was looking for tiles that would fit a sort of mountainy, fairly wet environment, and I never thought of using these tiles with trees and all.
Try this:
item_pid = random(1,1); // 1,2? 0,2?
if (item_pid==0) then item_pid=PID_NUKA_COLA
if (item_pid==1) then item_pid=PID_ITEM2
if (item_pid==2) then item_pid=PID_ITEM3
item:=create_object(item_pid,0,0);
What does NAME SCRIPT_ refer to? This should be the script number, which is the line number of the script in scripts.lst in the scripts folder.
Didn't you get any errors while compiling the script?
If it is 1489, change to that.
The #define statement makes it so each time you are writing for example "HOOK_COMBATDAMAGE", the script will change it to "5". the hook "COMBATDAMAGE" has a serial number of "5", and so for sake of convenience, it is defined as such.
It is also easier to edit later, if changes are made (for...
Perhaps i was wrong and ':=' should replace '=' in knockback_amount_after = 'replace with your own int value'
Glad it's working okay for you. This is the template for most if not all hooks btw.
EDIT: And yeah, I think
set_sfall_return(knockback_amount + 1);
can be set to
set_sfall_return(1);
as...