TheSadGhoul
First time out of the vault
Does Fallout 1 has a limit on how many scripts can be loaded per map?
I'm porting the Alternative Forcefields mod from Et Tu to the FO1 engine. I have all the yellow forcefields working by adding the reg_anim_animate_forever function to the correspondents scripts, but the problem is the orange forcefields. I've edited the Military Base maps and attached the animfrvr.int to all orange forcefields, but I noticed something wrong. It's allways the last orange forcefield that I attach the script the one that doesn't work. I'ts really weird because I can see all the 6 scripts being loaded by the map (there are 6 orange forcefields in MBSTRG12.MAP), so the only logical thing to think is the maps have a limited number of scripts it can read.
I'm porting the Alternative Forcefields mod from Et Tu to the FO1 engine. I have all the yellow forcefields working by adding the reg_anim_animate_forever function to the correspondents scripts, but the problem is the orange forcefields. I've edited the Military Base maps and attached the animfrvr.int to all orange forcefields, but I noticed something wrong. It's allways the last orange forcefield that I attach the script the one that doesn't work. I'ts really weird because I can see all the 6 scripts being loaded by the map (there are 6 orange forcefields in MBSTRG12.MAP), so the only logical thing to think is the maps have a limited number of scripts it can read.