1) You need the watcom c
compiler
2) Set up the compiler like
this.
3) Add your script name to your patch or fallout \scripts\scripts.lst
4) Add your script name to mapper2\scripts\headers\scripts.h
5) Set up a batch file that does the compile, mine looks like this:
call \FOMapper\scripts\p OBJ_DUDE
Note how it calls the p (preprocessor) batch file that came with the mapper
6) The compile makes a .INT version compiled from the .SSL source. The INT file needs to be available to the game engine. There are several different ways to do this. What I do is this:
a) Make a directory for your patch, I call mine \Fallout2\FOEXP.DAT
b) Set up the standard directories in there: art, maps, proto, scripts, text, etc
c) Put the compiled .INT file in your patch \scripts directory. Your modified scripts.lst file also needs to be in there.
To make things easy I changed the mapper p.bat to copy the compiled .INT directly to my \Fallout2\FOEXP.DAT
Note: You need to change the mapper2.cfg and also fallout2.cfg to point to your patch directory, mine look like this:
critter_dat=F:\Fallout2\critter.dat
critter_patches=F:\Fallout2\FOEXP.DAT
master_dat=F:\Fallout2\master.dat
master_patches=F:\Fallout2\FOEXP.DAT
It looks the same in both mapper2.cfg and fallout2.cfg
7) Run the mapper, select or place an object (like a critter), select EDIT, and click on SCRIPT. You should see your script name in the list if its configured properly.
8. For testing, I discovered that, I don't need to restart the mapper every time I make a script change. All I need to do is use the F8 (run as game mode) in the mapper. So I have the mapper running, I have a critter with my script attached, and I press F8 to start the test. If I make a change to the script, all I do is recompile, and toggle the F8 button twice (out of game mode, back into game mode).
Note that if you change other stuff like scripts.lst, text files, and such, you do have to restart the mapper. But for testing scripts that are already set up, you can just toggle the F8 button.
Another way to do the script edit/compile is using Jargo's FSE (Fallout Script Editor), but I haven't tried that yet, so I can't say much about it. I know it comes highly recommended.