Help with scripting

to test your scripts properly in the editor, edit the mapper2.cfg file and alter the line that reads

run_mapper_as_game=0

to

run_mapper_as_game=1

the mapper then runs like the game when you enter the game mode..
critters attack, lighting works right etc....

the only drawback to this is that if your map has several levels, and it's map script forces you to enter at a specific point and level when you first enter it, then that's where you start..
the toxic caves for example puts you at the caves entrance, even if you were looking at somewhere on the third floor..
 
@ Jargo.. ah so that's why it won't compile.. does it HAVE to be the wcc386 file since i'm using XP which is classed as NT and use the NT precompiler.. also, does watcom have to be in the same directory as the fallout compiler?

at the moment my watcom is installed to the default folder of c:\watcom..

it's no biggie, i just have to do the dos window thing by hand to compile my scripts...
 
In current version precompiler and compiler should be in same folder.
FSE uses wcc386.exe like original p.bat.
If you version uses same syntax as wcc386 then just rename it to wcc386.exe and it should work.

I wonder if Dos pipe work on XP.

BTW I'm working on a new version of FSE so any comment's are welcome.
 
I do'nt know if i use the latest version of fse, and i realy enjoy working with it, but it's one thing i think you can improve, why not adding shortcuts for the "save" "open" etc...in the menu...

btw the conversation editor doesn't seem working....
 
why not adding shortcuts for the "save" "open" etc...in the menu...
Yes this will be done in new version

btw the conversation editor doesn't seem working
Well its not 100% ready, but it should work. Many peoples have problems with conversation editor so im going to rewrite it.
 
the message editor should save a temporary version of itself whenever you click off it... at the moment, if you make edits to the .msg file and then clik on the script to, for example, scroll down to see your message reference numbers, it loses the changes...

a drop down box for global variables instead of having to type "(GVAR_" to get the auto complete to work.. it's a pain having to delete back to the "global_var"

re-assign the tab key to work like it should and not go to the box at the top.. it bugs me to have to press space 3-4 times just to indent my script lines...
and have the number of spaces it indents by user defined... since some people like bigger indents..
 
ah yes i forgot talking about the tab key...


an other think, but here maybe is it i made some mistakes...
i had some problems withe the "register script" function.
 
the message editor should save a temporary version of itself whenever you click off it... at the moment, if you make edits to the .msg file and then clik on the script to, for example, scroll down to see your message reference numbers, it loses the changes...
hmm.. MSG editor will only lose changes when you click on another script tab(not current script). But you re right will do.
a drop down box for global variables instead of having to type
OK

re-assign the tab key to work like it should and not go to the box at the top
Done

an other think, but here maybe is it i made some mistakes...
i had some problems withe the "register script" function.
What problems exactly?
 
when i use the mapper to assign my scripts, i got some blank line at the beginning of the list, but as i said maybe it was my fault.

in fact it's not very important it's easy to do without fse
 
the reason is that you didn't extract the scripts.lst file from the master.dat.. or copy the one that comes with the FSE to the right directory..
 
Found that bug :wink:
You should create fallout2\data\text\english\game\ folder .
Normally FSE will copy all needed files from his folder.

Any other bugs.

BTW: you're (both)now official betatesters :)
 
coljack> no no the script.lst file is in the right directory

but maybe is it because i don't use an english version of the game
 
If script is added in scripts.lst and filename is not longer than 8 chars and there are no blank lines in scripts.lst then... it must work :roll:
 
i know that, that's why i think it's a bug...

an other idea for you jargo, why not including a language plug-in system one for translate fse and one depending of the version of fallout2 the scripter use. because it seems i got some problem using a not-english version (i'm not sur what i says is very understandable)
 
But what is the difference between english and non-english version of fallout?
I think only msg files and fonts, or maybe you have text/non-english folder in your master.dat?
 
procedure goto3
begin
--op_gsay_reply(0, op_msg_string(320, 106));
--if (op_local_var(6) == 0) then
--begin
---op_giq_option(5, 320, op_msg_string(320, 107), @goto3a, 49);
---op_giq_option(4, 320, op_msg_string(320, 108), @goto11, 50);
---op_giq_option(4, 320, op_msg_string(320, 109), @goto10, 50);-end
--if (op_map_var(22) > 0) then
---op_giq_option(4, 320, op_msg_string(320, 146), @goto154, 50);
--op_giq_option(-3, 320, op_msg_string(320, 110), @goto4, 50);
--else
---if (op_map_var(9) > 0) then
----op_giq_option(4, 320, op_msg_string(320, 146), @goto48, 50);
---op_giq_option(-3, 320, op_msg_string(320, 110), @goto4, 50);
--end

How do I remove the syntax error near "else"? The "-" stand for space.

Fixed the problem, but how do you add new map_vars? Just adding a new number line to the correct doesn't seem to help.
 
you should write begin/end blocks
procedure goto3
begin
--op_gsay_reply(0, op_msg_string(320, 106));
--if (op_local_var(6) == 0) then
--begin
---op_giq_option(5, 320, op_msg_string(320, 107), @goto3a, 49);
---op_giq_option(4, 320, op_msg_string(320, 108), @goto11, 50);
---op_giq_option(4, 320, op_msg_string(320, 109), @goto10, 50);-end
--if (op_map_var(22) > 0) then begin
---op_giq_option(4, 320, op_msg_string(320, 146), @goto154, 50);
--op_giq_option(-3, 320, op_msg_string(320, 110), @goto4, 50);
end
--else
---if (op_map_var(9) > 0) then begin
----op_giq_option(4, 320, op_msg_string(320, 146), @goto48, 50);
---op_giq_option(-3, 320, op_msg_string(320, 110), @goto4, 50);
end
--end

jargo>
Found that bug
You should create fallout2\data\text\english\game\ folder .
Normally FSE will copy all needed files from his folder.
i talk about that because of the sentences i quoted
but else nevermind
 
Fixed the problem, but how do you add new map_vars? Just adding a new number line to the correct doesn't seem to help
All map_vars should be declared in mapname.gam file in maps folder.
 
Jargo> i don't know if it's a bug, but when i left the "find" dialog box opened, it stays always on top... even in explorer.
 
Nope that's not a bug, all standard dialogs have stayontop style.
When you minimize fse he will hide too. :wink:
 
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