Mapper overrides custom scripts

alexweiln

First time out of the vault
I am experiencing a strange glitch regarding the official Mapper2.
After adding a various number of scripts, IMX between 20 and 30, the Mapper just ignores them after they've been added.
I had this several times now, and there was always only one workaround: to backup all changed content and sourcecode on a different computer (yup, it didn't work when done on the same sys!), uninstall Fallout2, the Mapper and the Scripting IDE (I use FSE, because I feel home with it), reinstalling everything and then, after once starting FO2 without modded content, placing the new content into FO2 again.
The first time I was experiencing that, I could blame my laziness. I lost some scripts, due to a hardware f***kup and the need arose to rewrite exatly some of those. So I, by accident stumbled over the <decompile> function in fse and tried after cleaning up a little, just to recompile the decomped files. It worked, but the scripts were never accepted by the Ed.
The second time this happend had already nothing even to do with decompile or the like. Everything worked fine until I recognized the default behaviour on a scenery-piece, wich had clearly to act different (yes, there was the obvious 'script_overrides;' line in that script).
Since then, this Error occured in every scriptable aspect, even spatials and now a map script.
What puzzles me the most is, that the glitch is not reproducable. That means, after doing everything like ment above(workaround) the glitch woun't reoccur at the same point.
Now I'm about, to simply put, just loose my cool with that crappy behaviour. So if anyone had this also and found a less nerve consuming workaround, please let me know.

P.S.
For those who want all correct, the bug shows during testing or ingame, by animations wich have color-cycling on them turning black for the blink of an eye. After that, the scrips seem simply not to exist anymore.
And it can not be shoved up the hardware, because it occured on all my systems listed below.

AMD K6 II-350, GF2 MX 400, 128 MB EDO, WIN98 / SE
AMD K7-1200, GF4 TI-4400, 512 MB SD, WIN 2K
AMD K8-64-3500?, GF FX-5700, 2048 MB DDR2, WIN XP
[/b]
 
Scripts aren't just ignored. Ensure that the scripts.lst file has been updated. Also, keep in mind that scripts in the mapper don't always work the same way in the game. You may have created a script and it would work perfectly in game, but not in the mapper, so test your files ingame if you can. Good luck.
 
Well, thanks for your swift response.
But as it is. If it comes down to script-testing, I always do it ingame. The mapper, even if it's nice not to be attacked, ignores too much.
Aside, the scripts are not really ignored, they are turned off, or destroyed. Notably through a reset of all color_cycling entities in the map(as far as you can see them). But still, the mapper shows that script appropriate attached to what ever I've attached it to.
Aside, I could send you all scripts, the appropriate headers, msg files and lst and txt files, but this is not making sense. They're badly coded, poorly commented and mainly because of some scripts, wich got turned off that way, still work now. And that without being rewritten. They are like they were as *it* happend. Just switched the disk, so to speak.
 
As for testing the scripts, I am not in a position yet to look at anything. Soon though. However, I have other things to look at first, as I have already committed myself.
But, the scripts you are making are attached to scenery? Something else to consider then: maps can have too many moving items on them. For example, in an earlier version of the Megamod, if you took several NPCs with you into the EPA, most of them would not move. After removing some pieces of moving scenery and other critters from the map, the party members would all move normally. I don't know what the limit is off the top of my head, though. Could this be the problem?
 
Nah, not just scenery. Everything. like I said, the least was a map script. Man there's nothing more annoying then stepping into some ruin's basement and it is lit as noon in midsummer...
But the scenery (that darn computer), howerver tought me that the scripts are going to be disabled through its behaviour.

P.S.
But your explanation is very nice though. It explains, why in Junktown Casino, if you had Ian, Tycho and Dogmeat with you when nailing the skulz, always one of 'em just stood stupid at his entrypoint until the brawl began. Must have been loads of script activity there.
 
The following files should contain script info: script.h, scrname.msg and script.lst

Take note that they are very (VERY) sensitive to manual editing. You should always register scripts through FSE or similar tools.
 
Hell, can anyone here READ?
No offense, but I am already using FSE as an Integrated Desktop Environment, as I've stated in my initial post already!
And NO, that glitch has absolutely nothing to do with any registration of the script gone wrong, besides the Game itself only seems to take care of 'scripts.lst' and 'scrname.msg'. Scripts.h is completely unused except for when you want other scripts refer to yours, AFAIK. I am already using scripts who are NOT registered in scripts.h and they work like they're supposed to, all of them.

Trust me on this, even a bad script should be, and stay basically functional on at least the two functions look_at_p_proc and description_p_proc. Assumed, they're in and with script_overrides flagged. And right this point lets me believe the scripts get turned OFF.

Maybe it could have something have to do with new headers, I had to create? Though I don't know why it should do, as they're just used for the compile process. Maybe there are any limitations to them, I may not be aware of? E.G. specific types of ops not allowed in a #define. Or G_VARs/M_VARs have to be treated a special way.

Please, for further comments stop bothering me with notices on any possible incompetence in BASIC scripting issues. I did not just read any bits and pieces of documentation on how to implement, compile and build scripts I just could find. I even understood, what has been written in there, okay?

P.S.
Sorry, for those not of the software-corner: An IDE is used for everything in the process from typing in your code, via - if necessary - pre-processing to the compilation and - again if needed - registration of the software.
 
Back
Top