How to get the .int & .msg connected?

Discuss the creation and scripting of new fan-made games and mods for the Fallout series of games.
Post Reply
zenbreak
SDF!
SDF!
Posts: 4
Joined: Sat Jun 28, 2003 5:55 am

How to get the .int & .msg connected?

Post by zenbreak »

This is my hu.ssl :

#include "..\headers\define.h"
//#include "..\headers\<TownName.h>"

#define NAME SCRIPT_d1
#define TOWN_REP_VAR (GVAR_TOWN_REP_ARROYO)

#include "..\headers\command.h"
#include "..\headers\ModReact.h"

procedure Node004;
procedure Node001;
procedure start;
procedure talk_p_proc;
procedure start begin

end

procedure talk_p_proc
begin

start_gdialog(NAME,self_obj,111,-1,-1);
gSay_Start;
call Node001;
gSay_End;
end_dialogue;
end

procedure Node001 begin

Reply("test");

NOption(111,Node004,4);


end
procedure Node004
begin

end


and hu.msg :

{111}{}{How may I help you?}

But after i compiled hu.ssl into hu.int and used the editor to test it, it failed and displayed "Gdialog::Error Grabbing text message!"

And my preprocessor is MSVC 6.

Please give me a corrected example or something if possible.Thank You!
:oops:
Temaperacl
Vault Veteran
Vault Veteran
Posts: 292
Joined: Fri Apr 19, 2002 11:51 am

Post by Temaperacl »

Just have time to glance at it quickly, but this is what I see:
zenbreak wrote:
#define NAME SCRIPT_d1

...

start_gdialog(NAME,self_obj,111,-1,-1);
NAME here should resolve to a numeric value. In the scripts that come with, this is assigned in \scripts\HEADERS\scripts.h which is included via \scripts\HEADERS\define.h. You are going to want to either add your entry #define SCRIPT_d1 (x) to the scripts.h or change the line in your file to #define NAME (x) where x is the appropriate number .

Also, shouldn't the third entry in the start_gdialog be the 'mood'. I don't believe this will really matter given that you aren't using a head, but it might be best to set it as one of the 'standard' values anyways.
User avatar
ColJack
Vault Scion
Vault Scion
Posts: 175
Joined: Sat Apr 19, 2003 8:01 pm
Contact:

Post by ColJack »

sounds about right..

this is how it i think it works.. :?

the #define NAME SCRIPT_SCRIPTNAME resolves to a number ( defined in the scripts.h ) as he said..

that number equates to the line number in the scripts.lst file which is where it gets the name of the .msg file ( from the name of the script defined in it.. ) :?:

of course this is just how i THINK it works and might not be in the slightest bit true..


node 1 should be defined before node 4...

and i'm not sure you can reply with a literal..
zenbreak
SDF!
SDF!
Posts: 4
Joined: Sat Jun 28, 2003 5:55 am

Post by zenbreak »

ColJack wrote: that number equates to the line number in the scripts.lst file which is where it gets the name of the .msg file ( from the name of the script defined in it.. ) :?:
I added the line "hu.int" at the end of scripts.lst and then everything works.Yeah :) :D :lol: :badgrin: THX buddys :!:
Post Reply