Strange issue with my new script...

brother_soifran

Look, Ma! Two Heads!
Gronichonha.
I'vce made a new script for a tutorial of how to make dialog with FSE.
But strangely, this last always replace my last one call Zvetlana...
I explain.
I've my firstr training script of zvetlana, wich work correctly.
I create trhe new one, hawkeyes.int at the end of the script.LST in data\script\
Code:
ntRicRom.int    ; New Reno Richard Wright Room Spacial          # local_vars=1
zvetlana.int	; script de zvetalana				# local_vars=3
hawkeyes.int	;script pour tuto				# local_vars=3

I have add it in the script.ST in the directory .../headers/script.H

Code:
#define SCRIPT_NTRICROM         (1303)  // ntRicRom.int    ; New Reno Richard Wright Room Spacial
#define SCRIPT_ZVETLANA         (1304)  // zvetlana.int    ; Script de zvetlana
#define SCRIPT_HAWKEYES         (1305)  // hawkeyes.int    ; Script de hawkeyes

#endif // SCRIPTS_H

I launch the mapper.
Take a NPC, and apply him the hawkeyes script.

All work.
But, if I want to apply, my zvetlana's script



when I validate, the mapper aplly the hawkeyes script...
(I've pushed the end key to access quicly to zvetlana script.)



And it's the hawkeyes script which is applied...and working...
What's happen ?
It looks like if the last script created in the script.LST overwritte the alphabetical order.
Any idea?
Thanks

Brother Soifran
 
It looks like you made something wrong in the scripts.lst file and / or maybe the scripts header file before compiling the script. Be sure that everything is in the correct order and line.
 
No. With correct order I mean that the scripts named in the scripts.lst file need to be in the same order as in the scripts header file. If you change something there, you mostly will screw up something. Also don't include unneeded line breaks between the script names, etc.
 
Re Lexx.
I 've corrected my script list.
there was an additional script for a bucket beetwen
Zvetlana.int and Hawkeyes.int.
I've delete it, and recompile.
And it correct an other bug I have of displaying message
associate to the script.
Thanks for this tip.
But it doesn't correct the first bug...
the mapper always select hawkeyes script even if I choose the last script in the pile...
I use sfall and the US 1.02 patch.
But I don't think it comes from that...
Does the "Z" letter have a special atribute for script?

Edit: I've made another try creating another script called lexx.
It comes after the to other, zvetlana, and hawkeyes.
I compile, all works.
I launch the mapper.
take a critter, palce it and edit it to apply a script.
I put it first lexx, but have the same problem at the first time...
My 2 first scripts cannot be put...
If I choose zvetlana or hawkeyes, it puts me ...lexx...
Clearly my last new created script override the other latest created...
whatever, I can apply an original script like acklint...
Don't understand anything...
Bye

Brother Soifran
 
Heh, I remember now. I got this bug too while I nearly finished scripting in SD. I think, the fast way I solved is was that I rolled back to the last backup and includet the scripts again. I must have made something wrong while working on it but I couldn't figure out what exactly.
 
...
well...
I don't understand anything...
I've try on a new version, without any patch...
And the problem is the same...
My last selfmade created script "override" the other I made...
:(
I gonna be very hard to make a total conversion with one new NPC...
I'm a little bit desapointed tonight...
Bye

Brother Soifran
 
well...
I 've try everything I think...
Clean the register base,
delete all my fallout install...
Re clean every thing with ccleaner...
Re install fallout2...
At each time...
I'm enable to apply more than one script...
All my guys have the same problem...
Don't understand anything...
I've try to start at 1497
1500
(script in script.h)
Nothing change...
I think I 'll give up my dream of making a mod...
Nobody have an idea???
Why this fucking last script override the other created one ????
frankly, and it's not a shakedown, I think I 'll stop modding...
Why keep on...

Schuss

Brother Soifran
 
Well, like I said... sometimes it is easier to start again than to try to find a error. It's Fallout 2 modding, nobody said it's gonna be easy. :>
 
Not reinstall- Adding all your scripts again on "clean" sourcecode. If needed, write the last few scripts again. Sometimes it can happen that you just can't see the error you have made. In fact, this happens pretty often to me, so sometimes it is really the best way to rewrite the last added stuff.
 
Never give up !
Never !

Thanks to Dim and his unofficial mapper !!!
It works !!!
I'm able with it to associate the script I want, when I want !!!
Thanks too to berth, my french master ;) who give me the solution to have had the same problem few years ago.
To celebrate that, I've made a new critter :)
a cousin to Goris ;)



Thanks lexx to have tried to help me :)
It starts again !!!

:mrgreen: :mrgreen: :mrgreen:
 
the problem was with the official mapper and my "french" install, i'm enable to assignate a selfmade script older.
I 'm only able to assignate the last created, even if I selected an old one...
With the unofficial mapper of Dim, I can do and assignate what script I want to which critter I want...
With the same SCRIPT LST and SCRIPT.H
I don't know why??

Brother Soifran
 
Ok, I've solved the problem.
I forgot to register the script the first time...
For those who have the same problem like me:
Be sure you have extracted the 2 following files:
SCRIPTS.LST in Fallout2/data/scripts/
SCRNAME.MSG in fallout2/data/text/english/game/
And have SCRIPT.H in your Mapper directory in the SCRIPT/HEADERS one.

After, just before compiling the first time click on the follwing button:



And after fill the field:
Your name script (I haven't test but in the doubt put the same name you have put in the define NAME_XXXXXXX on the start of the script)
The description script: The description which will appear in the mapper allocation script part.

click ok, and FSE goes to write itself the information in the 3 files we have talked before...



In fact before, I filled the SCRIPTS.LST and the SCRIPTS.H manually but not the SCRNAME.MSG...
But I haven't saw in any tutorial before that the Scrname.msg file was need to make a new script...
Now I do not have problem anymore with script assignation ;)
Schuuss

Bro'
 
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