Hi all again.
What I am concerned about at the moment, is if in fallout 2 there's any kind of limitation to the number of scripts that can be registered.
I managed to include in a mod - wich is far from release - the number of 60 new scripts.
Now I noticed that the last two scripts (1356 and 1357(scripts.h)) are supposed to do different things, #1356 is a map script, but does nothing, #1357 is a computer, but just acts like its default proto (#814 in mapper scenery list).
Registration (w/ FSE, thanx to Jargo) was successful, as was the compiling process too. The de-compiled scripts contain (as far as I know) even the same commands and procedures, so there don't seem to be any error.
If you think you need to read through the sources in order to assist me with this issue, I'll send them to you by e-mail. I think there's no need to waste space here.
Thanx, Alex
What I am concerned about at the moment, is if in fallout 2 there's any kind of limitation to the number of scripts that can be registered.
I managed to include in a mod - wich is far from release - the number of 60 new scripts.
Now I noticed that the last two scripts (1356 and 1357(scripts.h)) are supposed to do different things, #1356 is a map script, but does nothing, #1357 is a computer, but just acts like its default proto (#814 in mapper scenery list).
Registration (w/ FSE, thanx to Jargo) was successful, as was the compiling process too. The de-compiled scripts contain (as far as I know) even the same commands and procedures, so there don't seem to be any error.
If you think you need to read through the sources in order to assist me with this issue, I'll send them to you by e-mail. I think there's no need to waste space here.
Thanx, Alex