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I'm using FSE(Fallout Script Editor) for scripting. A very good tool for writing
scripts, compiling-decompiling *.int files, can read *.int and *.msg files
from MASTER.DAT without extracting them (however there's a small program "Dat
explorer" which has a good view over master.dat and critter.dat folder
structure), uses *.h (header) files from FO2 mapper... and much more.
Scripting can really be a
pain in the "mass" if you want scripts to make the critters do some advanced
stuff (circle between more points, pickup items on the ground...). But most
of the time i spent on thinking and writing dialogs. Good dialogs and
storyline do make
a good game/mod. Here are some dialog problems i noticed:
- using one *.msg file
for multiple objects can crush the game with error message "couldn't get
line..." so when you are thinking to make one "universal" *.msg and *.int
for many critters, you got up on the wrong foot. Also if there are more
critters on one map using the same script, you'll have to define each object
with different name and export them from a map script.
- one single error in
the *.msg file like forgotten "}" off the screen can mess up whole msg
file so search for any bugs and errors in msg's. (FSE has automatic *.msg
error checking)
- i very often use "#"
for comments, it's makes life more easier when you have to insert some new
lines in msg or make a dialog tree.
Very important stuff:
always rename your patch000.dat file when installing new mod and don't
forget to modify fallout2.cfg file and add the name of your mod folder
bellow "master_patches" line.
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