Why doesn't this script work?

Sduibek

Creator of Fallout Fixt
Moderator
Modder
This is code from Doc Morbid in Fallout1. He should walk over to you, animate a "use" action and then it goes back to dialog.

In the patched version of the game, as well as the original version of the game, he just stands there and doesn't animate at all. I swear this worked in an unmodded version of the game but can't get it to work today no matter what version of the script file I use.

What gives?


Code:
	game_ui_disable;
	reg_anim_func(2, dude_obj);
	reg_anim_func(2, self_obj);
	reg_anim_func(1, 1);
	reg_anim_obj_move_to_obj(self_obj, dude_obj, -1);
	reg_anim_animate(self_obj, 12, -1);
	reg_anim_func(3, 0);[/b]
	rm_timer_event(self_obj);
	add_timer_event(self_obj, game_ticks(3), 1);

EDIT:
Hmmm. I can get it to work (at least the WALKING part... ugh) by copying the command format from the Lieutenant:

Code:
animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(dude_obj), 1, 1), 0);

I dunno, as far as I can tell, this code for Doc Morbid never worked. I've tried the original file (Fallout v1.0) the file from TeamX 1.2.1 and neither animate anything when Morbid cuts out your eye. Weird.
 
That code looks like a superseded version of the Fallout scripting language, maybe something that the developers were using in an early version of the game?

In any case, I would look through other scripts (like you did with the Lieutenant) to find the code you need. If you look though the code for one of the children in the Den, I'm sure you could find how to get Doc Morbid to do the "use" animation on the dude :wink:
 
Ah, good suggestion. Thanks :)

Modding Fallout1 is fun times, gotta do detective work ;) lol
 
Personally, I would love to find and fix all of these little things in Fallout 1 (mainly because of it's indisputable superiority to all other Fallout games ;)).

Maybe one day I'll hunt through all the dialogues and scripts to squash every little bug /typo :postviper:
 
Ghouly89 said:
Personally, I would love to find and fix all of these little things in Fallout 1 (mainly because of it's indisputable superiority to all other Fallout games ;)).

Come on Ghouly...you have to play through all of Fallout 2 before you can say Fallout 1 is better (which is is by the way). :P
 
I'll do it during this summer, once I have the time for the entire playthrough.
I have actually gotten to the oil rig in the base Fallout 2 game, but I didn't ever finish it.

Now that there's this handy thing called the RP, I'll have an honest sit down and play for the entire game (without skipping locations like Broken Hills / New Reno) :P
 
Ghouly89 said:
I'll do it during this summer, once I have the time for the entire playthrough.
I have actually gotten to the oil rig in the base Fallout 2 game, but I didn't ever finish it.

Now that there's this handy thing called the RP, I'll have an honest sit down and play for the entire game (without skipping locations like Broken Hills / New Reno) :P
What, you never beat Fallout 2?? That's ridiculous, F2 is awesome.

IIRC I played it through to the end something like ten times. Played a partial game many more times than that, though. I like F2 and F1 equally. They're both freakin sweet just in different ways :wink:
 
Code:
procedure get_eye
begin
  maybe_lock_input();
  SVar12 := 0;
  op_reg_anim_func(2, op_dude_obj());
  op_reg_anim_func(2, op_self_obj());
  op_reg_anim_func(1, 1);
  op_reg_anim_obj_move_to_obj(op_self_obj(), op_dude_obj(), -1);
  op_reg_anim_animate(op_self_obj(), 12, -1);
  op_reg_anim_func(3, 0);
  op_rm_timer_event(op_self_obj());
  op_add_timer_event(op_self_obj(), op_game_ticks(3), 1);
  op_display_msg(op_msg_string(104, 228));
end

Hmm, looking through my version of Morbid's script, it has the proper function calls already :scratch:

Which version of Fallout do you have?
 
1.3.5 TeamX.

Dude that's F2 code, doesn't work in F1 - at least not with what i've been using (sslc_f1). If you have a script compiler that can compile F2 SSL code commands into F1 INT format i'm all ears, that would be much easier.
 
As far as I'm concerned, this is Fallout 1 .ssl code. After all, it was de-compiled straight from MORBID.INT :shock:

I don't know, however, if this portion of the script works in-game. I've never had Morbid extract my eye before :crazy: (My version is Fallout 1.3.4)

--EDIT--

Oh, right :oops:
I've been looking through the scripts taken directly from master.dat, so I haven't been seeing the updated code from TeamX. Aheh, :look:
 
Ghouly89 said:
As far as I'm concerned, this is Fallout 1 .ssl code. After all, it was de-compiled straight from MORBID.INT :shock:

I don't know, however, if this portion of the script works in-game. I've never had Morbid extract my eye before :crazy: (My version is Fallout 1.3.4)

--EDIT--

Oh, right :oops:
I've been looking through the scripts taken directly from master.dat, so I haven't been seeing the updated code from TeamX. Aheh, :look:
No worries.
How to do it is "find out about him" and then initiate dialog with him. He'll get mad and you pick certain options about "i'm no threat to you" and "you're obviously stronger than I am". If you agree to trade him for your silence or whatever, he removes your eye :mrgreen:
 
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