script testing

Linsky

First time out of the vault
im trying to learn scripting, and have studied many tutorials for the past week(plus, i learned basic C just to be prepared) but when i edit the sorce code from the scripts that came with the mapper, then applying them to my maps nothing was changing. do i need to compile them then patch my game with the new scripts just to see the changes?
 
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.
 
watxcom wont work on my pc for some reason. ive already downloaded dev c++ 4, which is said to have been tested and works. all i need is the line to put in p.bat to point to the compiler. ive got it to point to it but i cant get the last part right(with test.i and stuff)


EDIT: is my sig too big? i can reduce the image size if needed
 
Let's see ... watcom works on Win95,98,2000,XP, ... ???
I assume you're running one of those?
I don't know anything about this other compiler, sorry.
search for that compiler name in the archive.

Your sig is pretty large, yes. Lots of people have large graphics in their sigs, I personally think its a waste on band width and makes the forum pages load slower.
 
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