Error(s):(

Xavierblazer

Vault Senior Citizen
Heres what I have in the script:

Code:
procedure look_at_p_proc begin 
   script_overrides; 
   display_mstr(115); 
end 

procedure description_p_proc begin 
   script_overrides; 
   display_mstr(116); 
end


and this is in the MSG file:

Code:
{115}{}{Reggie.} 
{116}{}{You see a young, husky Raider.}

and when I compile the script and test it I get this:


error1.jpg


Any suggestions?


Heres the whole script if it helps.


Code:
#include "c:\compiler\headers\define.h" 
#define NAME                        SCRIPT_AMAN

#include "c:\compiler\headers\command.h" 



/* Standard Script Procedures */ 
procedure start; 
procedure critter_p_proc; 
procedure pickup_p_proc; 
procedure talk_p_proc; 
procedure destroy_p_proc; 
procedure look_at_p_proc; 
procedure description_p_proc; 
procedure use_skill_on_p_proc; 
procedure damage_p_proc; 
procedure map_enter_p_proc; 
procedure timed_event_p_proc; 
procedure map_update_p_proc; 
procedure iseetehdood; 

/* Script Specific Procedure Calls */ 
procedure Node998;                                      // This Node is Always Combat 
procedure Node999;                                      // This Node is Always Ending 

procedure start begin 
end 

procedure timed_event_p_proc begin 
end 

procedure map_enter_p_proc begin 
end 

procedure map_update_p_proc begin 
end 

procedure critter_p_proc begin 
call iseetehdood; 
end 

procedure damage_p_proc begin 
end 

procedure pickup_p_proc begin 
end 

procedure talk_p_proc begin 
end 

procedure destroy_p_proc begin 
   display_mstr(127); 
      display_mstr(131); 
   give_exp_points(100); 
end 

procedure look_at_p_proc begin 
   script_overrides; 
   display_mstr(115); 
end 

procedure description_p_proc begin 
   script_overrides; 
   display_mstr(116); 
end 

procedure use_skill_on_p_proc begin 
end 


procedure iseetehdood begin 
variable num; 
num:= random(1,4); 

 if (self_can_see_dude) then begin 
    if (combat_is_initialized == false) then begin 
       if (num == 1) then floater_rand(102, 103); 
       if (num == 2) then floater_rand(104, 105); 
       if (num == 3) then floater_rand(106, 107); 
       if (num == 4) then floater_rand(108, 102); 
    end 
       attack(dude_obj); 
end 
end 

procedure Node998 begin 
end 

procedure Node999 begin 
end
 
I aint no expert but according to Lich: "If you're
making manual changes, it's important that the information contained is in the correct order (the data in scripts.lst corresponds to scrname.msg"

I think the line of script on scrip.list has to corrospond with the number in scrname.msg, then again I know nothing I am still learning
 
Xavierblazer said:
You may be right, but since I have script_override shouldnt it have what It contains in the MSG file?

Havent a clue mate, I am still learning this stuff my self.
 
I placed the name into "scrname.msg" and tested it.

1: started the mapper
2: opened my test map
3: applied the script to my test man
4: pushed "F8"
5: Right clicked so that the mouse is the arrow and not the hex
6: pointed at him and got "error"
7: pointed at me and got "You See: None"
8: Pointed at him and got " Reggie"

It works, but why does it error the first time I point ot him?
 
Xavierblazer said:
Nobody knows? I miss all the good advice givers that left:(

Did you test this in the actual game or just the mapper? I actually tested your code a few days ago and got everything to display correctly with no "error" I used your exact code (full script) and ran it in game. I realize that this is of little help, but I suggest running it in game and seeing what happens. The mapper is known to behave differently than what actually happens in game.

At least my testing proves that the code does indeed work.
 
I actually don't know how exactly this kind of mistake works, but I noticed this (provided you use FSE): it happens to me if I compile my scripts before registering them. I compile, register and then check them in the mapper: the MSG's are screwed. If I first register and then compile for the first time then everything's fine. Try to save your script with another name and then re-register.
 
Check door scripts (especialy these who used keys like ksmalldr, bssdor, aitemdor) They all got defined name:

Code:
#define NAME                    SCRIPT_DOOR

And all use msg file called door.msg

So ksmalldr.msg, bssdor.msg, aitemdor.msg does not exist
 
killap said:
Xavierblazer said:
Nobody knows? I miss all the good advice givers that left:(

Did you test this in the actual game or just the mapper? I actually tested your code a few days ago and got everything to display correctly with no "error" I used your exact code (full script) and ran it in game. I realize that this is of little help, but I suggest running it in game and seeing what happens. The mapper is known to behave differently than what actually happens in game.

At least my testing proves that the code does indeed work.
Ill try it in game. I was running it in the mapper with it set to game mode.

I had about 10 copies of every file I needed for the man in Patch, data and master and still got errors in the mapper.
 
When you made test in mapper, most scripts will not work like Zinuke or Hcoldghl and every doors will be trapped. So i olways put everything on Artemple map to quick test it in normal game.
 
Well, It works now, and every other script that Ive ever made and was buggy in the mapper works too. Maybe I can now finish that Las Vegas mod that went bye bye.
 
Xavierblazer said:
Well, It works now, and every other script that Ive ever made and was buggy in the mapper works too. Maybe I can now finish that Las Vegas mod that went bye bye.

Great to hear it.

That mapper truly does frustrate the heck out of me which is why I do all my script testing in game.
 
Definetely works perfectly now. Thanks for all the help. Was the mapper coded by a different team than the actual game?

Fallout has taught me another thing today. Even the worst code can get you by
 
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