how to use ANIM_take_out & ANIM_fire_single?

xisailuo261

First time out of the vault
I give npc some weapon ,butI I can not use ANIM_take_out & ANIM_fire_single ,it seems no effect.Can you teach me how to use it or give me some examples?
 
i didn't use thoses function for the moment, but i thing you should set some variable to define the target of the shot and the item the critter had to take out. but as i said it's just an idea i'm not sure of what i said
 
#define NAME SCRIPT_TEST
variable Only_Once:=0;



#define NPC_REACTION_TYPE REACTION_C

#include "..\headers\define.h"

#include "..\headers\command.h"





procedure start;
procedure talk_p_proc;

procedure Node001;
procedure old_pickup_p_proc;

#define G1_TILE 20104
variable g1;


procedure start begin
display_msg ("word"); //display_msg()


end

procedure old_pickup_p_proc begin
end


procedure talk_p_proc begin
if (Only_Once !=1)then begin
start_gdialog(NAME,self_obj,4,-1,-1);

gSay_Start;
call Node001;

gSay_End;
end_dialogue;
only_once:=1;
end





else
begin

float_msg(self_obj , "yayaya" , FLOAT_COLOR_NORMAL);
end
end


procedure node001 begin
Reply(mstr(101));
end

procedure critter_p_proc begin
g1 := create_object(PID_SHI_GUARD, G1_TILE, 0);
reg_anim_clear(self_obj);
reg_anim_begin();
reg_anim_animate(g1,ANIM_fire_continuous ,-1);
reg_anim_end();
end
--------------------------------------
that is my ssl,it can creat a npc at 20104,but my npc cannot fire him
 
reg_anim_clear(self_obj);
reg_anim_begin();
reg_anim_animate(g1,ANIM_fire_continuous ,-1);
reg_anim_end();

you clear the reg_anim for self_obj but then try and animate object g1

if this script is attatched to the critter g1, then this should work..

if not then you might try changing the reg_anim_clear (self_obj); to reg_anim_clear(g1);


you also don't define the critter_p_proc procedure at the top before using it....



what is the purpouse of this script?
what do you mean by "fire him?" ... fire AT him? or make him fire his weapon?

if it's fire AT him, try looking at the script named "ECBDYGRD.ssl" that comes with the official editor..
it's the script that does all the stuff in the in game sequence where you meet Frank Horrigan and the farmers in the desert for the first time...
 
#define NAME SCRIPT_TEST
variable Only_Once:=0;



#define NPC_REACTION_TYPE REACTION_C

#include "..\headers\define.h"

#include "..\headers\command.h"





procedure start;
procedure talk_p_proc;
procedure critter_p_proc;
procedure Node001;
procedure old_pickup_p_proc;

#define G1_TILE 20104
variable g1;


procedure start begin
display_msg ("word"); //display_msg()


end

procedure old_pickup_p_proc begin
end


procedure talk_p_proc begin
if (Only_Once !=1)then begin
start_gdialog(NAME,self_obj,4,-1,-1);

gSay_Start;
call Node001;

gSay_End;
end_dialogue;
only_once:=1;
end





else
begin

float_msg(self_obj , "yayaya" , FLOAT_COLOR_NORMAL);
end
end


procedure node001 begin
Reply(mstr(101));
end

procedure critter_p_proc begin
g1 := create_object(PID_SHI_GUARD, G1_TILE, 0);
if anim_busy(self_obj)==false then
begin
reg_anim_clear(g1);
reg_anim_begin();
reg_anim_animate(g1,ANIM_fire_continuous ,-1);
reg_anim_end();
end
end
---------------------------------------------
I correct it ,but still seems no use
well, my english is not good,and my fallout2 is CHINESE version ,sometimes it is difficult to find some npc's ssl.
"fire AT him? or make him fire his weapon" I think I need both
 
it's the script that does all the stuff in the in game sequence where you meet Frank Horrigan and the farmers in the desert for the first time...
I load the map ,but it does not run.In this mapper I cannot fight ,such as bi attacked by the evil plant in ARROY, are there some bugs in this mapper? how can I run it
 
coljack said that you've to edit the ecbgygrd.ssl file (with notepad or any other text editor, so you'll just have to look at the structure of the command : ANIM_fire_continuous...

this script is used when you met frankie in the desert (when he kills some people), he (and the two other soldiers) certainly uses this command.
 
Code:
	Copyright 1998-2003 Interplay Entertainment Corp.  All rights reserved.
*/

/*
        Name: BodyGuard Vignette In Desert
        Location: Gammovie
        Description: He kicks ass

        Log:
           Please note any changes that have been made to the file in Updated. Then comment
           the code which you have changed/altered/commented out. Please, do not delete any
           code which was written.

           Created:

           Updated:
*/

/* Include Files */

/* Note, the Following Lines need to be in this order so that
   the script will be compilable. The define Name is referenced
   in a module from define.h and used in command.h. Please do
   not change the ordering.
        -rwh2   11/13/97
*/

//Overrides the pickup p proc.
#define NPC_REACTION_TYPE       REACTION_TC /* REACTION_TC REACTION_TG REACTION_C REACTION_G */
#define NPC_REACTION_VAR        7 /* same as thief variable */

#include "..\headers\define.h"
//#include "..\headers\<TownName.h>"

#define NAME                    SCRIPT_ECBDYGRD
//#define TOWN_REP_VAR            (GVAR_TOWN_REP_)

#include "..\headers\command.h"
#include "..\headers\ModReact.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 combat_p_proc;
procedure combat_is_starting_p_proc;

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


// The next lines are added in by the Designer Tool.
// Do NOT add in any lines here.
//~~~~~~~~~~~~~~~~ DESIGNER TOOL STARTS HERE

procedure Node001;

procedure doSequence;

//~~~~~~~~~~~~~~~~ DESIGN TOOL ENDS HERE
// The Following lines are for anything that is not needed to be
// seen by the design Tool


/* Local Variables which are saved. All Local Variables need to be
   prepended by LVAR_ */
#define LVAR_Herebefore                 (4)
#define LVAR_Hostile                    (5)
#define LVAR_Personal_Enemy             (6)
#define LVAR_Caught_Thief               (7)

/* Imported variables from the Map scripts. These should only be
   pointers and variables that need not be saved. If a variable
   Needs to be saved, make it a map variable (MVAR_) */


#define GUARD1TILE 20897
#define GUARD2TILE 21700
#define FARMERTILE 20706
#define WIFETILE   20707
#define CHILDTILE  20907
#define DUDE_WATCH_TILE 22307
#define BODYLEAVETILE    16885
#define GUARD1LEAVETILE  17088
#define GUARD2LEAVETILE  17485
#define CENTER_TILE      20702

/* Local variables which do not need to be saved between map changes. */
variable begin
   Only_Once:=0;
   guard1;
   guard2;
   farmer;
   wife;
   child;

   lastDudePos;
   lastDudeRot;
   sequence;
   animated;
end

#define TIMER_SEQUENCE 1

procedure timed_event_p_proc begin
   if (fixed_param == TIMER_SEQUENCE) then begin
      call doSequence;
   end
end

procedure combat_p_proc begin
   terminate_combat;
end

procedure combat_is_starting_p_proc begin
   terminate_combat;
end


procedure start begin
end

/* This procedure will get called each time that the map is first entered. It will
   set up the Team number and AI packet for this critter. This will override the
   default from the prototype, and needs to be set in scripts. */

procedure map_enter_p_proc begin
   Only_Once:=0;

   ON_RND_YOUNG_SEQ;
   ON_RND_YOURG_SEQ_DONE;

   if (not is_loading_game) then begin
      display_mstr(109);
      sequence := 1;
      call doSequence;
   end

   guard1 := tile_contains_pid_obj(GUARD1TILE, 0, PID_ENCLAVE_GUARD_MALE);
   guard2 := tile_contains_pid_obj(GUARD2TILE, 0, PID_ENCLAVE_GUARD_MALE);
   farmer := tile_contains_pid_obj(FARMERTILE, 0, PID_MALE_FARMER);
   wife   := tile_contains_pid_obj(WIFETILE, 0, PID_FEMALE_FARMER);
   child  := tile_contains_pid_obj(CHILDTILE, 0, PID_CHINA_BOY);

   debug_msg("guard1 " + guard1 + " guard2 " + guard2 + " farmer " + farmer + " wife " + wife + " child " + child);
end


/* Every heartbeat that the critter gets, this procedure will be called. Anything from
   Movement to attacking the player on sight can be placed in here.*/
procedure critter_p_proc begin

/* If the critter is mad at the player for any reason, it will attack and remember to attack
   the player should the game be saved and loaded repeatedly. Additionally, if any special
   actions need to be taken by the critter based on previous combat, the critter will remember
   this as well. */

   if ((local_var(LVAR_Hostile) != 0) and (obj_can_see_obj(self_obj,dude_obj))) then begin
       set_local_var(LVAR_Hostile,1);
       self_attack_dude;
       //Macro made by Tom to keep the critter fleeing.
   end

/*   if (obj_on_screen(self_obj) and tile_distance_objs(self_obj, dude_obj) <= 8 and sequence == 0) then begin
      sequence := 1;
      call doSequence;
   end*/

end

/* Whenever the critter takes damage of any type, this procedure will be called. Things
   like setting ENEMY_ and LVAR_Personal_Enemy can be set here. */
procedure damage_p_proc begin

/* If the player causes damage to this critter, then he will instantly consider the player
   his personal enemy. In Critter_Proc or through dialog, actions will be taken against
   the player for his evil acts. */
   if (obj_in_party(source_obj)) then begin
       set_local_var(LVAR_Personal_Enemy,1);
   end

end

/* Any time that the player is caught stealing from this critter, Pickup_proc will be called.
   In here, various things can happen. The most common response is instant hostility which
   will be remembered. */
procedure pickup_p_proc begin
   if (source_obj == dude_obj) then begin
       set_local_var(LVAR_Hostile,2);
   end
end

/* The dialog system is setup and prepares the player to talk to this NPC. Where To Go
   written by designers are placed in here. Additionally, Reactions are generated and
   stored which affects player interactions. */
procedure talk_p_proc begin
end

/* This procedure gets called only on the death of this NPC. Special things like
   incrementing the death count for reputation purposes and Enemy Counters are placed
   in here. */
procedure destroy_p_proc begin

/* Increment the aligned critter counter*/
   inc_good_critter
/* inc_evil_critter */
/* inc_neutral_critter */

/* Set global_variable for Enemy status*/
end

/* Look_at_p_proc gets called any time that the player passes the cursor over any object.
   This should only hold the most cursory of glances for the player. */
procedure look_at_p_proc begin
   script_overrides;
   if (local_var(LVAR_Herebefore) == 0) then
      display_mstr(100);
   else
      display_mstr(101);
end

/* The player will see more indepth descriptions from this procedure. They are actively
   looking at the critter and want more information. Things like names can be added here
   if the critter is known to the player. */
procedure description_p_proc begin
   script_overrides;
   display_mstr(102);
end

/* Any time a skill is used on a critter this call is made. This can be to give examinations
   for things like Doctor skill or messages for various other skills. */
procedure use_skill_on_p_proc begin
end

/* Should the Player ever cause the NPC too much discomfort that he desires to attack the player,
   this call will be made. Essentially, it stores the Hostile vaule so that the critter remembers
   he was once hostile towards the player.*/
procedure Node998 begin
   set_local_var(LVAR_Hostile,2);
end

/* Anytime that there is a need for an ending to dialog, this node is to be called. It will just
   exit from the dialog system without any reprisals from the NPC. */
procedure Node999 begin
end


// Not lines are allowed to be added below here
// The Following lines are from the Design Tool
//~~~~~~~~~~~~~~~~ DESIGN TOOL STARTS HERE

procedure Node001 begin
end

procedure doSequence begin
   variable sound;
   variable sound1;
   variable sound2;
   variable sound3;

   if (sequence == 1) then begin
      if (animated == 0) then begin
         animated := 1;
         game_ui_disable;
         reg_anim_clear(dude_obj);
         reg_anim_begin();
         animate_move_obj_to_tile(dude_obj, DUDE_WATCH_TILE, ANIMATE_RUN);
         reg_anim_end();
      end else begin
         if (not anim_busy(dude_obj)) then begin
            sequence += 1;
         end else begin
            debug_msg("ECBDYGRD: tile_set_center(CENTER_TILE): " + tile_set_center(CENTER_TILE));
         end
      end
      add_timer_event(self_obj, 2, TIMER_SEQUENCE);
   end else if (sequence == 2) then begin
      float_msg(self_obj, mstr(103), FLOAT_MSG_NORMAL);
      sequence += 1;
      add_timer_event(self_obj, game_ticks(3), TIMER_SEQUENCE);
   end else if (sequence == 3) then begin
      float_msg(farmer, mstr(104), FLOAT_MSG_GREEN);
      sequence += 1;
      add_timer_event(self_obj, game_ticks(3), TIMER_SEQUENCE);
   end else if (sequence == 4) then begin
      float_msg(self_obj, mstr(105), FLOAT_MSG_RED);
      sequence += 1;
      add_timer_event(self_obj, game_ticks(3), TIMER_SEQUENCE);
   end else if (sequence == 5) then begin
      float_msg(farmer, mstr(106), FLOAT_MSG_YELLOW);
      sequence += 1;
      add_timer_event(self_obj, game_ticks(3), TIMER_SEQUENCE);
   end else if (sequence == 6) then begin
      float_msg(self_obj, mstr(107), FLOAT_MSG_RED);
      sequence += 1;
      add_timer_event(self_obj, game_ticks(1), TIMER_SEQUENCE);
   end else if (sequence == 7) then begin
      sound := sfx_build_weapon_name(snd_weapon_attack, obj_carrying_pid_obj(guard1, PID_VINDICATOR_MINIGUN), hit_left_weapon_primary, self_obj);
      reg_anim_clear(guard1);
      reg_anim_begin();
      reg_anim_animate(guard1, ANIM_fire_burst, -1);
      reg_anim_play_sfx(guard1, sound, 0);
      reg_anim_end();
      reg_anim_clear(guard2);
      reg_anim_begin();
      reg_anim_animate(guard2, ANIM_fire_burst, -1);
      reg_anim_play_sfx(guard2, sound, 0);
      reg_anim_end();

      sound1 := sfx_build_char_name(farmer, ANIM_chunks_of_flesh, snd_die);
      sound2 := sfx_build_char_name(wife, ANIM_chunks_of_flesh, snd_die);
      sound3 := sfx_build_char_name(child, ANIM_chunks_of_flesh, snd_die);

      reg_anim_clear(farmer);
      reg_anim_begin();
      reg_anim_animate(farmer, ANIM_chunks_of_flesh, -1);
      reg_anim_play_sfx(farmer, sound1, 0);
      reg_anim_end();

      reg_anim_clear(wife);
      reg_anim_begin();
      reg_anim_animate(wife, ANIM_chunks_of_flesh, -1);
      reg_anim_play_sfx(wife, sound2, 0);
      reg_anim_end();

      reg_anim_clear(child);
      reg_anim_begin();
      reg_anim_animate(child, ANIM_chunks_of_flesh, -1);
      reg_anim_play_sfx(child, sound3, 0);
      reg_anim_end();
      sequence += 1;
      add_timer_event(self_obj, game_ticks(3), TIMER_SEQUENCE);
   end else if (sequence == 8) then begin
      kill_critter(farmer, ANIM_chunks_of_flesh_sf);
      kill_critter(wife, ANIM_chunks_of_flesh_sf);
      kill_critter(child, ANIM_chunks_of_flesh_sf);

      reg_anim_clear(self_obj);
      reg_anim_begin();
      animate_rotation(rotation_to_tile(self_tile, dude_tile));
      reg_anim_end();
      float_msg(self_obj, mstr(108), FLOAT_MSG_NORMAL);
      sequence += 1;
      add_timer_event(self_obj, game_ticks(3), TIMER_SEQUENCE);
   end else if (sequence == 9) then begin
      reg_anim_clear(self_obj);
      reg_anim_begin();
      animate_move_obj_to_tile(self_obj, BODYLEAVETILE, ANIMATE_WALK);
      reg_anim_end();
      sequence += 1;
      add_timer_event(self_obj, game_ticks(2), TIMER_SEQUENCE);
   end else if (sequence == 10) then begin
      reg_anim_clear(guard1);
      reg_anim_begin();
      animate_move_obj_to_tile(guard1, GUARD1LEAVETILE, ANIMATE_WALK);
      reg_anim_end();

      reg_anim_clear(guard2);
      reg_anim_begin();
      animate_move_obj_to_tile(guard2, GUARD2LEAVETILE, ANIMATE_WALK);
      reg_anim_end();
      sequence += 1;
      add_timer_event(self_obj, game_ticks(4), TIMER_SEQUENCE);
   end else if (sequence == 11) then begin
      if (self_tile == BODYLEAVETILE and tile_num(guard1) == GUARD1LEAVETILE and tile_num(guard2) == GUARD2LEAVETILE) then begin
         set_obj_visibility(self_obj, 1);
         destroy_object(guard1);
         destroy_object(guard2);
         sequence += 1;
      end
      debug_msg("Sequence: " + sequence + " Next == 12");
      add_timer_event(self_obj, game_ticks(1), TIMER_SEQUENCE);
   end else if (sequence == 12) then begin
      game_ui_enable;
      destroy_object(self_obj);
   end
end


//xxxxxxxxxxxxxxxxxxxx


this is the script i was talking about..

this one definitely works..


also, read this post by me for info on running scripts properly in the editor..

http://www.nma-fallout.com/forum/viewtopic.php?t=8219&postdays=0&postorder=asc&start=20
 
thank you , I accomplish it. I have made a big big mistake in comprehending scripts,now I correct my mistake


#include "..\headers\define.h"


#define NAME SCRIPT_ECBDYGRD


#include "..\headers\command.h"
#include "..\headers\ModReact.h"


procedure start;
procedure doSequence;


procedure start BEGIN
call doSequence;
end

procedure doSequence begin
variable sound;

reg_anim_clear(self_obj);

reg_anim_begin();
reg_anim_animate(self_obj,ANIM_fire_burst , -1);
reg_anim_play_sfx(self_obj, sound, 0);
reg_anim_end();

end

first . Add to Inventory
daPF_scr00000.gif


second. View Inventory list
no00_scr00002.gif


third . run scripts
oFDs_scr00001.gif
 
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