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Author Topic: FO1 modyfying obj_dude script  (Read 1299 times)
cubik2k
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Posts: 7


FO1 modyfying obj_dude script
« on: 07 September 2008, 20:26:40 »

I'd like to add new description text for obj_dude to FO1.
Does procedure description_p_proc works in this script in FO1? I made some lines with floats for dude, added new text but when I play the game and select binoculars, then no text appear and nothing happen.
Then I move the float lines to procedure look_at_p_proc , it works but first time I select my dude in game and there is "error" floating, second time I select my dude person, then my floating text appear.

Could any help me in this matter? I know that modyfing FO1 is more trouble then FO2 so I ask here, peoples who made FO1 patches and mods.

P.S. I use Jargo's FSE to compile scripts.

http://www.wasteland2155.net - forum of Fonline: Wasteland 2155
www.forum.newfmc.pl - Polish Fonline Forum
http://cubik2k.w.interia.pl - my small Fallout homepage

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Wasteland Ghost
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Posts: 869

Маленькое Злое Привидение


Re: FO1 modyfying obj_dude script
« Reply #1 on: 08 September 2008, 09:33:31 »

First, I strongly recommend this compiler by Anchorite. Second... yes, there are a lot of strange problems and restrictions in FO1 scripts. I personally never tried to modify obj_dude, so I can't say if there are any restrictions. Have you tried to put script_overrides in description_p_proc?

Note that in FO1 scripts start procedure has very special meaning. Any other procedure has to be called from inside of this one. Use this decompiler and look into ... tandi.int for example.

PS There also are some scripts which don't use start procedure, but everything works anyway. Can't see the pattern. Грустный Scripting FO1 is more like magic. Улыбка
cubik2k
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Posts: 7


Re: FO1 modyfying obj_dude script
« Reply #2 on: 08 September 2008, 21:32:25 »

Wasteland Ghost you are right most things must be done in procedure start;

I discover and made this:

"obj_dude" script is first in scripts.lst (number 1).

To add new text lines for Dude in game the new script is needed. This script is "fake", does not doing in game anything. Must be only register in scripts.lst. I use it to make new dialogue file *.msg with my new lines for Dude in game.
My names of new files are "fke_dude.ssl" and "fke_dude.msg".


Here how I made this:

Original part of obj_dude script:

Code:
procedure start
begin
   if (script_action == 22) then begin
      call timed_event_p_proc;
   end
end

My changed procedure start with added new text :

Code:
procedure start
begin
   if (script_action == 22) then begin
      call timed_event_p_proc;
   end
   else begin
      if (script_action == 3) then begin  // script_action == 3 --> substitute for description_p_proc
         script_overrides;
         float_msg(self_obj, message_str(965, 177), 8);
      end
   end
end


FO1 does not accept description_p_proc as standalone procedure so we need to make this in procedure start;


float_msg(self_obj, message_str(965, 177), 8);

965 - number of fake script in scripts.lst
177 - number of new dialogue line from fke_dude.msg

The new obj_dude script works very nice :)


Thank you very much Wasteland Ghost for all your help, suggestions and for tandi.int  :)
« Last Edit: 10 September 2008, 22:42:24 by cubik2k »

http://www.wasteland2155.net - forum of Fonline: Wasteland 2155
www.forum.newfmc.pl - Polish Fonline Forum
http://cubik2k.w.interia.pl - my small Fallout homepage

F2wedit v1.3.1.13 finished!
cubik2k
Пользователь
Posts: 7


Re: FO1 modyfying obj_dude script
« Reply #3 on: 10 September 2008, 18:53:57 »

I made some obj_dude mod for FO1.
Selecting binoculars on dude will show you description about the level of poison and radiation.
If dude has perk Awareness then more info will be show.

The mod is ready to download from here (without any readme, I am lazy, will be in next version if you will like this):
http://www.speedyshare.com/484304769.html

The archive name is "fo1_dude_mod_100908a.zip", file size is 22516 bytes
Unpack the files to main directory of FO1.
Sources files are included.
Scripts.lst is from TeamX last (1.34) patch
« Last Edit: 10 September 2008, 22:41:15 by cubik2k »

http://www.wasteland2155.net - forum of Fonline: Wasteland 2155
www.forum.newfmc.pl - Polish Fonline Forum
http://cubik2k.w.interia.pl - my small Fallout homepage

F2wedit v1.3.1.13 finished!
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