Hologram Scripting Problem

Chris Parks

Vault Senior Citizen
I've been working on an EPA project now for about four months and I've hit some problems. I've created a hologram that needs to be repaired and once repaired, he gives you some experience and information. My problems are these;
1) How do I initially give the quest to the player?
2) Once he has been repaired and you leave the dialog screen, it reverts to start Node for future dialog. How can I alter this so he has new dialog once the quest is complete?
3) How can I register the quest as complete on the game?
4) Finally, (this is a long shot) I've noticed you can't use the repair skill on a critter. Can this be altered at all so I can use repair on the Hologram?

Any help would be appreciated as I'm still quite naive in the scripting department.
 
Hi there. Short answer: via script.
Long answer:
1,2,3)Pip-Boy logging: it involves 3 files.

Vault13.gam: register a new global variable. notedown its name and number.

quest.txt: located in blackisle/fallout2/data/data. You'll see sections concerning quests for each town. An exemple:
# Find young Martha and Timmy
1500, 160, 707, 1, 5

The title is the one you give to the quest (not showed to the player).
1550 is the town number (Arroyo, in this case).
160 is the quest number
707 is the global var number in vault13.gam (remember?)
1 is the minimum value you must set the global var in order to have the quest displayed on the Pip-Boy.
5 is the minimum value you must set the global var in order to have the quest to be consudered over

The third file is quests.msg (located in ...data/text/english/game folder. It will read something like:
{160}{}{Young Martha and Timmy are missing. They should be in the whereabouts...}
160 is the number of the quest (remember?), the rest is the quest description.

Your critter talk_p_proc should be something like:
If GVAR =0 say this (pc does not know about quest)
If GVAR =1 say this (pc accepted quest, quest in progress)
If GVAR =2 say this (pc accepted quest, quest over, reward wanted)
If GVAR =3 say this ( quest over, reward given, general dialogue).
This part of dialogue making is simplified, of course...

4) This is done via the mapper, you'll have to make a new critter or mod an existing one. I tinkered with it for a while and I don't think you can override the thing via scripting.
Hope this helps. Bye
 
Chris Parks said:
I've been working on an EPA project now for about four months

Please tell us more (if your not scared of being flammed by some), is it based off EPA from AL or is it true to the design docs. Perhaps in another thread though as this is off topic.

Good to hear people are working in the back ground.
 
To Sirren67

Thanks for the help. I will try the ways that you've suggested and post results in a couple of days, time permitting.

To Dude 101

No problem. As soon as I get a spare minute or two I'll post a new topic with all the info about the project.

Also who or what are the AL? Is this a new mod or a team? I haven't come across this yet.
 
Oracle said:
Chris Parks said:
Also who or what are the AL? Is this a new mod or a team? I haven't come across this yet.

AL - Alternative Life mod check this topic for more info
http://www.nma-fallout.com/forum/viewtopic.php?t=14984

The links to pics etc are dead in that thread, basicly AL adds EPA, primitive tribe and other stuff. It has been delayed many times, as far as I can tell the author avega/myna used some creative license making EPA.

If your EPA is specific to the design docs it could be good for the Killap Add-on which aims to finish the game off, by adding the content that was not included as intended:

http://www.nma-fallout.com/forum/viewtopic.php?t=18208
 
Thanks for the info.

Well, although I'm currently still working on this alone, (albiet with some advice and help from a couple of other Fallout players) the project has moved on swiftly over the past four months.

It's as near to the original design documents, (taken from Fallout Bible) as I can make it and once it is completed, I intend to revisit it periodically and improve the mod further as my scripting gets better.

As for the GVAR's. Thanks for that. I've started work on the Hologram and edited the necessary files but now I can't compile the script because of error.

How do I actually put the GVAR into my script? I've worked out now how to amend the dialogue as per advice but am still a little confused
 
The exemple I gave you wasn't compilable... Just an exemple.
Try something like this:
Code:
procedure talk_p_proc begin
   if (global_var(GVAR_FIND_MARTHA) == 0) then begin
      if (local_var(LVAR_Herebefore) == 0) then begin
         start_dialog_at_node(Node001);//pc/npc didn't talk before
         end 
            else begin
               start_dialog_at_node(Node008);//pc did not accept quest
            end
   end
         else if (global_var(GVAR_FIND_MARTHA) == 1) then begin
            start_dialog_at_node(Node010);//pc did accept the quest, quest ongoing
         end
            else if (global_var(GVAR_FIND_MARTHA) == 2) then begin
               start_dialog_at_node(Node011);//pc talked to martha once
            end
               else if (global_var(GVAR_FIND_MARTHA) == 4) then begin
                  start_dialog_at_node(Node013);//martha's back, reward wanted
               end
                  else if (global_var(GVAR_FIND_MARTHA) == 5) then begin
                     start_dialog_at_node(Node014);//quest's over, generic dialogue
                  end
end
If you have more troubles/questions please feel free to ask.
Cheers!
 
Yeah, I got that it wasn't in a compilable format. I adapted the TALK scetion of my script accordingly but got the error on compiling:

Undefined symbol: GVAR... Something like this I think.

I assume somewhere I have to add all these GVAR to the script before compilation?

Thanks for the help. I'm sure in a few days time I'll look back at this and think...It was easy
 
Global variables are the easiest to use. You don't need to declare them in your scripts. Just add them in fallout2/data/VAULT13.gam, then use them. Are you using an ide like FSE or are you making all manually?
 
Oh yes I'm using FSE. I don't think I'd have a chance without this. I'll have another look at the script tomorrow and see what i can come up with. Also I'll try and post some more info on the project as a whole.

Thanks for your patience on the matter. I know I'm not a great scripter yet, but I have many spare months ahead of me to get better
 
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