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dude_obj wrote: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?
You can sit on the comp allday if you whant I can´t I can sit at the comp 1
hour a day top...
And I am an Los idioto stupido so sue me if I don´t get what your talking
about...
And I allready have hard time trying to figure out what your talking about and then trying to figgure how to do sow...
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...
Okay I´ll give it one more go, but please go slow
and go throug it step by step from dir creating,
movment of dir´s and so on causs I´ll gett lost
otherwise...
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...
The easiest way to compile scripts now is using Jargo's FSE (Fallout Script Editor), because in the latest version it includes everything (precompiler, compiler, and the editor itself). It doesn't get much easier than this other than writing the script source.
The only thing to be careful of with this is making sure FSE points to the right places to find the games files. I suggest compiling an existing original script like artemple.map to test and make sure FSE is working. Open the script source and click on the compile icon in FSE. Check the date/time stamp on the artemple.int that is written. If that works then you're ready to compile some custom scripts.
Definitely no need to worry about watcom this way. FSE includes it and simply uses it as needed.
Sorry for the late reply but thanks I´ll try it out to morrow, but were do I put my finiched scripts?
And how exatly am I suposed to do with this to make things work?
/*
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"
FSE will put the compiled script in the \scripts directory of whatever you have set for master_patches (in this exaple \Fallout2\Data\scripts).
How to make things work ... file -> open a script source file, click on the compile icon (or select compile from the menu), and you have a newly compiled script.
Okay I tryed to compile the ho script and it
worked, but when I changed some of the values in
the floater procces and tryed to compile it I got
this...
Compiling file: "tosmas.ssl"
Starting preprocessor
Preprocessor encountered following errors:
------------------------------------------------
c:\program files\blackisle\fse\binary\tosmas.ssl(9): Error! E1055: Unable to open '..\headers\define.h'
FSE info --> This error is caused by compiler being unable to find included file. Please check your path and filename in #include statements.
c:\program files\blackisle\fse\binary\tosmas.ssl(13): Error! E1055: Unable to open '..\headers\command.h'
FSE info --> This error is caused by compiler being unable to find included file. Please check your path and filename in #include statements.
------------------------------------------------
Compilation cannot complete due to critical error
WTF dose it mean???
I used the new FSE BTW...
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...
Or select update #include on script load in FSE options menu.
Then FSE will update #include dirs if it's neded when you open script(will display a info box).