How to use the script compiler

Frank Horrigan@BIS

Still Mildly Glowing
Hey

I want to edit the script file of rhombus with the script compilers from the fallout mapper "installation". The problem is (as you may have guessed) that I have no idea on how to get these programs running.

Could you please describe what I've to do to edit script files with the compiler (slowly plz :P).

Plz reply as this is the final chapter of my mod.
 
Compiler do not edit script, it is used to compile script from *.ssl file to (compiled) *.int file.
First you edit (using FSE or any text editor) ssl file and then compile it witch compiler to int file.
Int files can be used by fallout engine :) .
 
Ok I got started, but one of perhaps many more questions.

I'm creating a new script file for a critter who shall be located in NCR. Now after you had the first dialog with him, I want the screen to fade once and than a gecko should spawn.

This question is not how to do, but if I should add the "functions" of the fade out and the spawn of the gecko into the critter script file (hope you get right) or into the map script file?

Perhaps there is a "function" (for the map script) that tells the game that after the dialog (with dude who has the critter script) to fade once and spawn gecko?
 
Well, such things should be added mostly in critters scripts.
(map script has no direct conection to objects).
In your case simply add fadein and create_object functions after the dialog end.
 
About the functions. Take a look at these commands in the manual for starters:

kill_critter (to kill the critter)
gfade_out / gfade_in (to fade the screen)
create_object (to create gecko
 
There is a decompiler/compiler made by Noid that can do that.
Get it end use it :). It has(minimal) diverent syntax
 
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