MOD EMERGENCY! SCRIPTER BADLY NEEDED!
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- SDF!
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MOD EMERGENCY! SCRIPTER BADLY NEEDED!
I am making a MOD at home and I need five scripts and I was wondering if someone would like to make them? This one is a big huch-huch secret and it is PM and E-Mail communication only! Post if interested and I´ll PM you the detailes...
The scripts are simple. (I think. WTH do I know bout scripting)
Mainly combat taunts and critter taunts when talked to. (Like the druggies in The Den)
I will also ask over at NMA for the same help but post anyway...
Credit is awarded for all help!
The scripts are simple. (I think. WTH do I know bout scripting)
Mainly combat taunts and critter taunts when talked to. (Like the druggies in The Den)
I will also ask over at NMA for the same help but post anyway...
Credit is awarded for all help!
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- SDF!
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- Location: Sweden, Skåne
Heres the specs if anyone is interested:
When entering partial map script area Player Char say
"What is this place? Could it be the holy Vault 13"
Script name: ToSBunk1
When entering partial map script area Player Char say
"A battle! CHARGE! DEATH TO ALL WHO STAND BEFOR ME!"
Begin encounter combat between Groupe 0,1,2 and 3. Groupe 1 begine
Script name: ToSBunk2
A critter script when talked to it says:
1. "Grettings my master"
2. "Good Day mylord"
3. "En taro Adun"
4. "En taro Aiur"
5. "What can the Templars do for you, my master?"
Script name: ToSMaster
A critter script when talked to it says
1. "En taro Adun master"
2. "What can I do to serve?"
3. "Yes master?"
4. "The glory of the Templars shall be yours"
5. "The Templars of Steel will serve you"
Script name: ToSTemp
A critter script when talked to it says
1. "*Kneels* Mylord!"
2. "*Bowes* Gretting my master"
3. "*Kneels* May the Creator shine upon you path master"
Script name: ToSAppr
All critter scripts say in combat
1. "By the Creator and the Chosen One you shall not victor here today"
2. "The Templars of Steel shall defeat you mortal"
3. "We stay as we are, now the first crusade is won Let it be written, let it be done"
4. "En shi´kai deem"
5. "Feel the whrat of the Templars of Steel"
6. "Glorius we live and we die. Our courage will unite"
7. "Glorius we´d rather die with honour than we live with shame"
End
When entering partial map script area Player Char say
"What is this place? Could it be the holy Vault 13"
Script name: ToSBunk1
When entering partial map script area Player Char say
"A battle! CHARGE! DEATH TO ALL WHO STAND BEFOR ME!"
Begin encounter combat between Groupe 0,1,2 and 3. Groupe 1 begine
Script name: ToSBunk2
A critter script when talked to it says:
1. "Grettings my master"
2. "Good Day mylord"
3. "En taro Adun"
4. "En taro Aiur"
5. "What can the Templars do for you, my master?"
Script name: ToSMaster
A critter script when talked to it says
1. "En taro Adun master"
2. "What can I do to serve?"
3. "Yes master?"
4. "The glory of the Templars shall be yours"
5. "The Templars of Steel will serve you"
Script name: ToSTemp
A critter script when talked to it says
1. "*Kneels* Mylord!"
2. "*Bowes* Gretting my master"
3. "*Kneels* May the Creator shine upon you path master"
Script name: ToSAppr
All critter scripts say in combat
1. "By the Creator and the Chosen One you shall not victor here today"
2. "The Templars of Steel shall defeat you mortal"
3. "We stay as we are, now the first crusade is won Let it be written, let it be done"
4. "En shi´kai deem"
5. "Feel the whrat of the Templars of Steel"
6. "Glorius we live and we die. Our courage will unite"
7. "Glorius we´d rather die with honour than we live with shame"
End
There was once a man why asked a stupid
question, he died...
The sence moral is: The last Los stupido idioto
is not borne yet...
question, he died...
The sence moral is: The last Los stupido idioto
is not borne yet...
- dude_obj
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You mean floating text? It is really easy to script those. Create a .msg file with those lines in it, like this:The_Pastmaster wrote:When entering partial map script area Player Char say <snip>
A critter script when talked to it says:<snip>
{100}{}{Greetings my master}
{200}{}{Good Day mylord}
{300}{}{En taro Adun}
{400}{}{En taro Aiur}
{500}{}{What can the Templars do for you, my master?}
Then make a script with the same name as the .msg file, and it will do something like this:
procedure talk_p_proc begin
float_msg(self_obj, mstr(random(1,5)*100), 3);
end
If you want the dialog screen to pop up and do that type of conversation its a lot more complicated, but floating text (over the critter's head) is really simple.
Well you can do the same as above in combat_p_proc in the critter's script, but normally the battle cries are done in combatai.msg file. Take a look in there, in \text\english\game. You could change one of those to your words, then change the "AI packet" for the critter in the mapper.The_Pastmaster wrote:All critter scripts say in combat <snip>
Its really not that hard to write scripts, so I encourage you to try doing the simple floating text. The entire source will be very small. Let's say you call your script rndtalk.ssl. Then your source would be:
#include "..\headers\define.h"
#define NAME SCRIPT_RNDTALK
#include "..\headers\command.h"
procedure talk_p_proc begin
float_msg(self_obj, mstr(random(1,5)*100), 3);
end
<a href="http://modguide.nma-fallout.com/">Fallout Modification FAQ</a>
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
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- SDF!
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- Joined: Thu Jan 20, 2005 1:39 pm
- Location: Sweden, Skåne
Basicly what you are asking for arent scripts exactly but simple text files that contain message strings. And they arent compiled or encripted in any way. You can open and edit them with absolutly no scripting skill.
What Dude_obj is sugesting when he explains how to make a script might sound eazy to him but if someone doesent know how to use watcom and script in c++ that thing might seem ultra confusing. So i sugest you find a script that allredy exist in game and just change dialogs.
And start reading alot of fallout 2 scripts, after a while they become understandable and read alot of tutorials on how to use watcom, its much eazyer than it seems when you get how it works. Oh yea and for your first couple of mods aim really low. You can allways start making big things later on, when you see that those worked.
What Dude_obj is sugesting when he explains how to make a script might sound eazy to him but if someone doesent know how to use watcom and script in c++ that thing might seem ultra confusing. So i sugest you find a script that allredy exist in game and just change dialogs.
And start reading alot of fallout 2 scripts, after a while they become understandable and read alot of tutorials on how to use watcom, its much eazyer than it seems when you get how it works. Oh yea and for your first couple of mods aim really low. You can allways start making big things later on, when you see that those worked.
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- SDF!
- Posts: 24
- Joined: Thu Jan 20, 2005 1:39 pm
- Location: Sweden, Skåne
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- SDF!
- Posts: 24
- Joined: Thu Jan 20, 2005 1:39 pm
- Location: Sweden, Skåne
-
- SDF!
- Posts: 24
- Joined: Thu Jan 20, 2005 1:39 pm
- Location: Sweden, Skåne
I´m trying to make a floating dalog but I don´t know how to make it work
and how to make it show up in the mapper...
I don´t even know were to put it or how to do it...
Can´t some one just PM me a step-by-step tuturial on how to make a
floating dialog to save me and others the headache and the greiffe when I
don´t get shit...
I´m not used to figure this kind of hard problems out on my own...
and how to make it show up in the mapper...
I don´t even know were to put it or how to do it...
Can´t some one just PM me a step-by-step tuturial on how to make a
floating dialog to save me and others the headache and the greiffe when I
don´t get shit...
I´m not used to figure this kind of hard problems out on my own...
Thats what we used for all floaters in wasteland merc mod. Than we just had to edit floater_rand (120,125); and add extra lines in dcaddict.txt file. You should go to teamX english forums and read some of explanations they gave me on how to use watcom to compile this kinda stuff. Allso read nmas moding guide on how to add scripts to script list./*
Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
/*
Name:
Location: Den
Description:
Log:
Created: August 22, 1998
Updated:
*/
/* Include Files */
#include "..\headers\define.h"
#define NAME SCRIPT_DCADDICT
#define TOWN_REPUTATION GVAR_TOWN_REP_THE_DEN
#include "..\headers\command.h"
#include "..\headers\ModReact.h"
#include "..\headers\Den.h"
/* Standard Script Procedures */
procedure start;
//procedure critter_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure destroy_p_proc;
procedure look_at_p_proc;
procedure description_p_proc;
procedure use_skill_on_p_proc;
procedure damage_p_proc;
//procedure map_enter_p_proc;
//procedure map_exit_p_proc;
//procedure timed_event_p_proc;
procedure push_p_proc;
procedure Node998; // This Node is Always Combat
#define LVAR_Flags (4)
procedure start begin
end
procedure push_p_proc begin
end
procedure damage_p_proc begin
set_personal_enemy;
end
procedure pickup_p_proc begin
if (source_obj == dude_obj) then begin
call Node998;
end
end
procedure destroy_p_proc begin
inc_neutral_critter
end
procedure look_at_p_proc begin
script_overrides;
display_mstr(118);
end
procedure description_p_proc begin
script_overrides;
display_mstr(119);
end
procedure use_skill_on_p_proc begin
end
procedure Node998 begin
set_hostile;
end
procedure talk_p_proc begin
floater_rand (120,125);
end
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- SDF!
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Are you able to compile scripts with watcom by now? Thats pretty much most important thing to be able to make a mod. If you menage to make one working script you are able to make as many as you want. I know i gave up on watcom after 20 minutes of trying first time. Than i tryed like every 2 months again. And every time i got frustrated and gave up.
- dude_obj
- SDF!
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- Contact:
You keep saying watcom ... this doesn't do the compile ... all watcom does is precompile, which is merging the header files into the script source. The compile is done by the interplay compile.exe, which comes with the official mapper.
There is nothing to learn about watcom for fallout script compiling, other than making sure the compiling script (p.bat) in \mapper\scripts points to the right location of watcom (to use as its precompiler, merging headers).
There is nothing to learn about watcom for fallout script compiling, other than making sure the compiling script (p.bat) in \mapper\scripts points to the right location of watcom (to use as its precompiler, merging headers).
<a href="http://modguide.nma-fallout.com/">Fallout Modification FAQ</a>
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
- dude_obj
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It is misleading to keep calling watcom the compiler, and saying you need to learn watcom. That's a good way to confuse people. As I said, there is nothing to learn about watcom, since its is NOT the compiler that is used to do the script compiling!
<a href="http://modguide.nma-fallout.com/">Fallout Modification FAQ</a>
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
- dude_obj
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Uh yeah ... but what anyone needs to learn is how to use compile.exe (that comes with the mapper) ... not watcom.
Watcom is a generic C compiler. To "learn" watcom is completely out of the scope of fallout scripting, and not even useful knowledge for fallout scripting.
Again: ALL watcom does is merge the header files into script source before it actually gets compiled.
My point was: you're saying "learn watcom" and "compile with watcom" ... both of which are pretty bad advice, since watcom is only the precompiler.
Watcom is a generic C compiler. To "learn" watcom is completely out of the scope of fallout scripting, and not even useful knowledge for fallout scripting.
Again: ALL watcom does is merge the header files into script source before it actually gets compiled.
My point was: you're saying "learn watcom" and "compile with watcom" ... both of which are pretty bad advice, since watcom is only the precompiler.
<a href="http://modguide.nma-fallout.com/">Fallout Modification FAQ</a>
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
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- SDF!
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- Joined: Thu Jan 20, 2005 1:39 pm
- Location: Sweden, Skåne
Oh just stop with the compiler debate, I need some
friggin help here and with out the scripts I might
aswell just trash my MOD and I don´t understand
SHIT of all the scripting language and I am a very
slow learner. Now I asked if some one could make
me some floating text scripts and send them to me
not teach me how to make them my self cause I
don´t have the time and I´v got enough problems
to deal with the MOD as I can stand.
Now could someone PLEASE, MAKE me the scripts I need?
friggin help here and with out the scripts I might
aswell just trash my MOD and I don´t understand
SHIT of all the scripting language and I am a very
slow learner. Now I asked if some one could make
me some floating text scripts and send them to me
not teach me how to make them my self cause I
don´t have the time and I´v got enough problems
to deal with the MOD as I can stand.
Now could someone PLEASE, MAKE me the scripts I need?
There was once a man why asked a stupid
question, he died...
The sence moral is: The last Los stupido idioto
is not borne yet...
question, he died...
The sence moral is: The last Los stupido idioto
is not borne yet...
- dude_obj
- SDF!
- Posts: 18
- Joined: Tue Oct 19, 2004 4:45 pm
- Location: Canada (please don't annex me!)
- Contact:
When people say ... make me what I need because I don't have time .... I don't think so. So your time is more valuable that mine? I already told you how to do it, this is the script source:
#include "..\headers\define.h"
#define NAME SCRIPT_RNDTALK
#include "..\headers\command.h"
procedure talk_p_proc;
procedure talk_p_proc begin
float_msg(self_obj, mstr(random(1,5)*100), 3);
end
That was posted above. If you want to mod fallout you need to figure out how to compile scripts. If you don't have the time, then I guess it won't get done.
#include "..\headers\define.h"
#define NAME SCRIPT_RNDTALK
#include "..\headers\command.h"
procedure talk_p_proc;
procedure talk_p_proc begin
float_msg(self_obj, mstr(random(1,5)*100), 3);
end
That was posted above. If you want to mod fallout you need to figure out how to compile scripts. If you don't have the time, then I guess it won't get done.
<a href="http://modguide.nma-fallout.com/">Fallout Modification FAQ</a>
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)
Bugs? Dammit Gus, I'm a dessert chef not a programmer! (Found in Fallout2.exe)