scripting

sstyleboz

First time out of the vault
3

Posted: Wed Apr 16, 2003 6:27 am Post subject: editor

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can anyone explain to me how to add scripts to critters and objects using the official editor???

thx in advance

grt.
 
simply select the critter/object you wish to attach the script to, then click the edit button and choose "new script". there you will be able to select a script from all listed.

sstyleboz said:
3

Posted: Wed Apr 16, 2003 6:27 am Post subject: editor

--------------------------------------------------------------------------------

can anyone explain to me how to add scripts to critters and objects using the official editor???

thx in advance

grt.
 
sstyleboz said:
3

Posted: Wed Apr 16, 2003 6:27 am Post subject: editor

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What the!?
 
Can someone tell me how to add a new .msg file and script file and then be able to call them with the map editor? Is this possible? I tried putting both new files (/mapper/scripts/arroyo/TESTCHAR.ssl which compiles to /scripts/TESTCHAR.int, and /text/english/dialog/TESTCHAR.msg) in their proper directories in PATCH000.dat and then when that didn't work I changed scripts.h and SCRIPTS.LST, and that still didn't work (I recompiled the scripts before doing that of course, and then recompiled just for kicks afterwards). And yeah I remebered to re-dat the patch000.dat after adding in the files to the proper place in the extracted directories.

Can someone please help me? I'm having some trouble with this.
 
Also need to update srcname.msg, or something like that (don't have fallout handy here :P)
 
Now whenever it has to get one of the entries from the .msg file (like mstr(103)) it says gives an error. For looking, it just replies with "Error" and when I try to initialize dialog it says "GDialog: Error retrieving text message!"

The script compiles fine. I changed C:\fallout2\scripts\headers\scripts.h to include it as a new entry, and changed ARROYO.bat to include it in the compile list (and then compiled), and I changed
C:\fallout2\patch001datfile\text\english\game\scrname.msg
and C:\fallout2\patch001datfile\scripts\scripts.lst
to include it as a new entry.
I put the .msg data into C:\fallout2\patch001datfile\text\english\dialog\<name of the script>.msg

And I pasted the scriptname.int into C:\fallout2\patch001datfile\scripts

Then I built the patch000.dat file and put it in c:\fallout2. But it seems to have trouble finding the MSG file that it's supposed to read from, even though it has the exact same name as the script. Any suggestions?
 
Oops

That last post was me, forgot to put my name down. And thanks for the help you've given me so far... helped me get a bit closer to my goal before falling down again. :)
 
Can't figure it out

Sorry to bug but not knowing how to get my conversations to show up has brought my modding adventure to a standstill. Can someone please help me with this?
 
going off on a tangent slightly.. i've just been digging through the scripts and .msg files and from the scripts i've seen, there is a dialogue design tool they have not released..
Code:
// The next lines are added in by the Designer Tool.
// Do NOT add in any lines here.
//~~~~~~~~~~~~~~~~ DESIGNER TOOL STARTS HERE
procedure Node000;
procedure Node001;
procedure Node002;
procedure Node003;
procedure Node004;
procedure Node005;
procedure Node006;
procedure Node007;
procedure Node008;
procedure Node009;

also, one or 2 .msg files say that they are used by the design tool and not the game...

Code:
#  Purpose: This message file contains the dialog for a     #
#           new character from which is used by the            #
#           design tool. It will be updated using the              #
#           the tool. This is just a tool file, and not               #
#           meant to be used in the game.                          #

so what gives... can it be done manually or do we need the design tool??
 
We can do everything manually. Uncompile some FO1 scripts - back when they had no design tools - and you'll see that they did it they way - specially considering the names of the nodes they used.

On the IPLY boards someone designed a Java app which might resemble how the design tool works. It looks dandee but I never really tried it. I see no real reason for it not to work.

Temaperacl did something similar for the IPP/DEC applications a while back but seeing as sopmeone made a nice Java tool to do the same I beleive he dropped the idea.
 
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