FO1 maps script limit

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.
 
Does it animate if you remove the script from one of the other force fields?
 
Then you've hit the max animation limit in Fo1. Apparently Crafty's Sfall for Fo1 has an option to increase it, but I dunno, never looked at it.
 
An engine limit then...
Thank you!
from crafty's sfall 1.7.20
p3lkonv.png
 
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