Problem with animation

ArekBalcerzak

It Wandered In From the Wastes
I have got problem with script. I want to make animation, when dude_obj will be on spatial hex then gang member will comes to dude_obj and punch him. Then dude_obj will pass out and wake up in the basement. My problem is that when dude_obj stands on sptatial hex he can still walks where he can. This i s a unfinished script of Gang member who will punch dude_obj:

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

#define NAME SCRIPT_AALOBUZ

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

/* Standard Script Procedures */
procedure start;
procedure talk_p_proc;
procedure critter_p_proc;

#define LVAR_Herebefore (4)
#define LVAR_Hostile (5)
#define LVAR_Personal_Enemy (6)
variable Only_Once:=0;

procedure start begin
end

procedure talk_p_proc begin
end

procedure critter_p_proc begin
if (global_var(GVAR_STOISZ) == 1) then begin
animate_move_obj_to_tile(self_obj,26922,0);
set_global_var(GVAR_STOISZ,2);
end else
if (global_var(GVAR_STOISZ) == 2) then begin
reg_anim_begin();
reg_anim_animate(self_obj, ANIM_throw_punch, -1);
reg_anim_animate(dude_obj, ANIM_fall_back, -1);
reg_anim_end();
end
end


and this is a script of spatial hex:

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

#define NAME SCRIPT_AASPA

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

procedure spatial_p_proc;

procedure start;
#define LVAR_herebefore (0)
procedure start begin
end

procedure spatial_p_proc begin
if ( (source_obj == dude_obj) and (local_var(LVAR_herebefore) == 0) ) then begin
inc_local_var(LVAR_herebefore);
float_msg(dude_obj,"LJ ty kurwo masz się odpierdolić od żony Fletchera! ",2);
set_global_var(GVAR_STOISZ,1);
end
end


Please anybody help me with that i will appreciate that.
 
I can't tell you the exact codes at the moment, but I have an idea. There is a script code "lock input" or something like that. It should keep the player in place until the other script takes place.
 
I just said I can't tell you exact codes... I don't have access to my own computer now. Look for it in the Fallout Mapper guide. It essentially prevents any action on the part of the player until a script has completed running. For instance, that code is used when Vic talks to his daughter Valerie in Vault City. The player is forced to stand there until the script finishes running.
 
ArekBalcerzak said:
....................................................................................................
Try using function:
Code:
game_ui_disable;
"your code"
game_ui_enable;
Of course, i've used this only with FSE in timed_event_p_proc; This allows you to disable mouse and keyboard input while the script is running.
 
Thx it works :D. Now i must make that it loads map when dude_obj will pass out, please help. i changed spatial script for door script look now:

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

#define NAME SCRIPT_AASPA

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

procedure use_p_proc;

procedure start;
#define LVAR_herebefore (0)
procedure start begin
end

procedure use_p_proc begin
if ( (source_obj == dude_obj) and (local_var(LVAR_herebefore) == 0) ) then begin
game_ui_disable;
inc_local_var(LVAR_herebefore);
float_msg(dude_obj,"LJ ty kurwo masz się odpierdolić od żony Fletchera! ",2);
set_global_var(GVAR_STOISZ,1);
end
end
 
You could look at the Sex with Mrs./Ms. Bishop scripts, I think that loads another map through a script(it might be the same map, If so then try the Westin Deathclaw Watching quest scripts, Im not sure which script it is.)
 
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