Diffrences in scripts...

Dr O

First time out of the vault
I've been looking into the scripts that come with the fo2 editor. I'm starting to get the build of these scripts, but it is very different from the scripts compiled in fo2 master.dat... It also seems impossible compiling these scripts with compiling tools for .dat decompiled scripts (like noids compiler).
Will writing scripts in same fashion as the ones that come with the fo2 editor be compilable if using the compiling device with the fo2 editor( and do you need watchcom for that to work?)?
And more importantly will these scripts work in fo2?
 
Some are older the 1.0 release, 1 is the same as the 1.02 patch, most are the same as 1.0 files. There' a list of which scripts match and what not on DaC "Fan Fallout" forum.

Noid's compiler doesn't use the same names for functions (though that's quite easy to fix) and also don't use the .h files, so obviously they don't match. It should be possible with a bit of effort to compiler Noid-decompiled scripts with the real editor (without a pre-processor) if you care to do so.

Otherwise I suggest you keep with Noid's compiler when decompiling.
 
After creating and compiling a script, where can i find it when using the fo2 mapper? I've both decompiled my dat files to /data and added the new script there, and tried adding the new script to patch000.dat. But it doesent show on the list of scripts for when assining them to critters etc...
Where does the mapper look for scripts?
 
you also need to add it to scripts.h in the headers directory.

this assigns a number to the script I think, and it is the number that gets assigned to the map objects... or something like that..
 
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