Fallout 2 utility sfall script editor - dialog functions config?

QuantumApprentice

Look, Ma! Two Heads!
In the newer versions of the Sfall Script Editor there's an option under the Dialog dropdown menu called Functions Config.
dialog-options-config-panel.png
https://ibb.co/JkP55rx
What does this do?

I tried google translating the help message for this panel:
Code:
Help
Args:       The Total number of arguments used in the function.
Message:  Position indicating the function argument with the text message number.
Node:      Position indicating the function argument to the transition procedure. If the value is 0, the argument is not used.
IQ:        Position indicating the argument of the function with IQ. If the value is 0, the argument is not used.
File:       Position indicating the argument with the message file number. If the value is 0 the argument is not used.
but this seems to confuse me even more :(
 
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I personally don't use this editor (maybe next version will change that?), but I can tell you what each of those mean probably.

This is a standard conversation node:

Code:
#define NAME                    SCRIPT_ACKLINT



procedure Node003 begin

   Reply(mstr(110));


   NOption(135,barter1,004);
   NOption(132,Node010,004);

end

Args: Don't know what this is. Not sure what Arguments mean here. Maybe it's the number of "actions" the node makes or something.
Message: The line number in the appropriate .msg file(acklint.msg for example). In code: "135" or "132".
Node: The node the reply will get you to. A node is usually looks like the code example. In code: "Node010", "barter1".
IQ: Minimum dude IQ for the specific reply. Default is 4 (IN<4 is a "stupid" character). In code: ""004".
File: The .msg file number. Probably according to script.lst order.
 
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What does this do?
It is difficult for me to explain all this to you in a foreign language.
This is necessary to configure macros for dialog functions for building dialog diagrams in the visual editor.
This is such experimental stuff that doesn't work very well yet.
 

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It is difficult for me to explain all this to you in a foreign language.
This is necessary to configure macros for dialog functions for building dialog diagrams in the visual editor.
This is such experimental stuff that doesn't work very well yet.

Is this published already? I would kill for that because with the straight code I want to kill myself (picture)
 
I personally don't use this editor (maybe next version will change that?), but I can tell you what each of those mean probably.

This is a standard conversation node:

Code:
#define NAME                    SCRIPT_ACKLINT



procedure Node003 begin

   Reply(mstr(110));


   NOption(135,barter1,004);
   NOption(132,Node010,004);

end

Args: Don't know what this is. Not sure what Arguments mean here. Maybe it's the number of "actions" the node makes or something.
Message: The line number in the appropriate .msg file(acklint.msg for example). In code: "135" or "132".
Node: The node the reply will get you to. A node is usually looks like the code example. In code: "Node010", "barter1".
IQ: Minimum dude IQ for the specific reply. Default is 4 (IN<4 is a "stupid" character). In code: ""004".
File: The .msg file number. Probably according to script.lst order.

Thanks for trying to explain, but I guess I'm still not well versed enough with creating dialogue's or scripting to understand what's going on with it. I'm going to stick with simple stuff until I'm ready to come back and re-evaluate the entire process.


It is difficult for me to explain all this to you in a foreign language.
This is necessary to configure macros for dialog functions for building dialog diagrams in the visual editor.
This is such experimental stuff that doesn't work very well yet.

Don't worry about it, just telling me it's experimental helps with understanding it. The node tree is really impressive, and I can't wait to see what you do with it in the next patch.


Is this published already? I would kill for that because with the straight code I want to kill myself (picture)

Dude, if you haven't checked out the scripter yet, then you are definitely missing out. This sucker is so professional level, and has so many advanced features, I'm super impressed with how well it works.
The dialog stuff alone is worth checking out!

https://www.nma-fallout.com/resources/sfall-script-editor.77/
 
Is this published already? I would kill for that because with the straight code I want to kill myself (picture)
a long time ago, but in a slightly different form.
without the code, you still won't be able to create a dialog, this only helps with orienting in the dialog tree.
 
I meant I'm using Notepad++ just for the text itself, or even the sfall editor's text viewer thingie(the tab that automatically opens if the script has an associated .msg file). I just don't use the sfall editor's "message file editor", or any other of the dialog tab options.

What's VScode? Does it have any benefits to use rather than SE?
 
I meant I'm using Notepad++ just for the text itself, or even the sfall editor's text viewer thingie(the tab that automatically opens if the script has an associated .msg file).

Is this a better way to go than the built in editor? It seems like having to add the line numbers and {} brackets would be too much of a pain in the butt.
 
Is this a better way to go than the built in editor? It seems like having to add the line numbers and {} brackets would be too much of a pain in the butt.
I'm guessing it could be easier to use the editor. I personally tried giving it a shot, but I ended up just copy pasting entire .msg lines and changing the text and line number. The msg editor was a bit confusing for me personally, but it might just be the laziness of learning a new skill.
 
ah ok, that's cool, I understand the frustration when there aren't any good guides out there to refer too, something I've been trying to remedy :P
 
Hi, I have a problem with sFall Script Editor 4.1.6.0 extended by Mr.Stalin. When I type #define and after I think of a name of define, it's sometimes freezes, sometimes show an error.
upload_2020-11-7_14-32-27.png
 
The editor does not work on Win10. :)
solution to disable the parser.
or try 4.1.7 version.
 
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