New SFX

Josan12 said:
Thanks Lexx but no joy with the extra 'end'.

Any more ideas?
Lexx's correction was correct. I see no other problems with that script. :?

It would help if you gave the actual compiler error.

Edit: oh wait, yes I do. dude_is_walking is a define not a straight function. You need to include command.h.
 
Timeslip said:
Edit: oh wait, yes I do. dude_is_walking is a define not a straight function. You need to include command.h.

Ahh. Quite right. So like this?:

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

procedure start;

procedure start begin
   if (game_loaded) then begin
      set_global_script_repeat(2);
   end 
  else if (dude_is_walking) then begin
                // play_sfx("maxflr");
                display_msg("walk");
               
      
   end
  end

BUT - still no joy!!!

Timeslip said:
It would help if you gave the actual compiler error.

I'm using FSE with the sfall compiler and it just says 'unable to copy file to fallout folder due to unknown error'.... that doesn't seem like my usual compiler error from my usual appalling scripting syntax .... :scratch:
 
I'll guess you use that new compiler stuff, etc.? As far as I know, FSE is printing even more worthless error messages in this case than before. Bad shit. I want some cool new and fancy compiler for FSE. Or debugger. And some more FSE updates. And also I want a pony. But seriously... improvements in this area would be cool. :/
 
Yes, FSE can't recognise the errors that sfall's script compiler spits out. You're going to have to compile manually from a command prompt to see the real error.

Still, you should consider yourself lucky in that FSE has given you any sort of error at all. Usually it pretends that it compiled successfully, and then leaves you to work out why any changes you make aren't being reflected in game. (There's a warning about that in the sfall sslc readme.)

On a side note, for a global script the #include needs to go below the 'procedure start; ' line. That wont cause this compile problem, but it'll bugger the script up in game.
 
This is the error:

Code:
Startreck scripting language compiler (Fallout 2 sfall edition)


*** THERE WERE ERRORS (1 of them)
Compiling temp.ssl
temp.ssl(1457): Error! Undefined symbol ANIM_walk

The macro dude_is_walking defined in COMMAND.H:

Code:
#define dude_is_walking                     (art_anim(obj_art_fid(dude_obj)) == ANIM_walk)

And ANIM_walk in ANIMCOMD.H

Code:
#define ANIM_walk                     (1)

So you also need to include ANIMCOMD.H, or define the macro yourself in the script.

For editing and compiling scripts I just use Notepad++ with custom settings.
 
pelicano said:
So you also need to include ANIMCOMD.H, or define the macro yourself in the script.

Haha! Pelicano saves the day! Thanks man :ok:

Lexx said:
And also I want a pony. But seriously... improvements in this area would be cool. :/

Yes. I agree absolutely. Way i see it, the fact that progs like FSE were created at all is testament to the FO legend. And anways, now we have sfall :mrgreen: :cool:

Timeslip said:
On a side note, for a global script the #include needs to go below the 'procedure start; ' line. That wont cause this compile problem, but it'll bugger the script up in game.

Good to know. Thx for the tip. :D
 
So what is happening here…is there a unique sound being attached to some specific critter animation?
 
.Pixote. said:
So what is happening here…is there a unique sound being attached to some specific critter animation?

Josan12 said:
I'd like to add a few subtle SFX to the movement
of the hero in FO2-

1) When hero is wearing leather - a 'creaking leather'
sound when he walks. I think this would compliment the
famous swagger the leather jacket hero model walks
with perfectly!

2) When hero is wearing metal armour - a subtle
metal 'clank' when he walks - you know - something like a
medieval knight.

3) and so on for other armours - maybe a slight
'ker-chunk, ker-chunk' in power armour, for example.

Unfortunately, it's looking doubtful as, for some unknown reason, the game seems to insist on playing SFX scripted in this way in a very 'echo-y' kind of way, regardless of how often i set the global script to repeat. Anway, i'm not sure this mod idea adds that much to the game.
 
To be honest, it sound a 'lil bit annoying. :P


What would be nicer: If the dude changes his clothes, play a specific "i change my clothes to armor xy"-sound. :>
 
Josan12 said:
Unfortunately, it's looking doubtful as, for some unknown reason, the game seems to insist on playing SFX scripted in this way in a very 'echo-y' kind of way, regardless of how often i set the global script to repeat. Anway, i'm not sure this mod idea adds that much to the game.
Because you're trying to play the sound repeatedly without waiting for the previous playthrough to finish. You're going to end up with as many copies of the effect playing as there are sound buffers available, all seperated by a few frames.

Either add a timer in so you don't restart it until after you know the first copy has finished, or use play_sfall_sound in looping mode just once, and then stop it again when the player animation changes away from walk.
 
Lexx said:
What would be nicer: If the dude changes his clothes, play a specific "i change my clothes to armor xy"-sound. :>

I have not heard the sfx so i don't know how would it feel, but this one above sounds like a good idea too (been playing IWD lately so this just 'clicked' :P )
 
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