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New vegas script extender steam community option
New vegas script extender steam community option









  1. #New vegas script extender steam community option registration
  2. #New vegas script extender steam community option code

This can be used to determine if a given object has completed an animation. Returns True if object (who) is currently animating, otherwise False.

#New vegas script extender steam community option registration

This can be used as the delay in an animation registration sequence. Returns the action frame of the given art frame on a given object (who). Sets up a single-frame animation (anim) for the object (who) that runs in the given direction. Note that time is in ticks (you can use game_ticks(seconds_num) to get the time in ticks from time in seconds). Info is read back by the script using the fixed_param operator. Info is used to let scripts differentiate between timed event calls so that they can be hooked in multiple times. Note that this only works with objects of type Item.Īdds a timed event call to the queue, at a given time offset, to call an object’s (obj) script. Can be signaled only once, and removed afterwards.Īdds (count) instances of an object (item) to another object’s (who’s) inventory. Can be signaled many times.Īdds named handler (proc) for event (name). Note that this only works with objects of type Item.Īdds named handler (proc) for event (name). Usually seen in the form of "if action_being_used = # then"Īdds an object (item) to another object’s (who’s) inventory. Script Returns the current skill () being used on a script object. For reference: (.pdf) starts at page 9 (.doc) starts at page 9 - A This wiki page contains updates on many of them, but the formatting of this wiki doc is poor compared to the originals. Script commands (alphabetically) Here are links to the original files that much of this list came from.

#New vegas script extender steam community option code

For example, both code snippets below would (theoretically) render the same result: Since the commands for the scripting language are written in plain English, it's easy enough to pick up in practice. Having prior programming experience in either C or Pascal will prove useful-though not entirely necessary-as the syntax of the scripting language is derived from that of both languages. OBJ_DUDE.ssl(87): Error! Undefined symbolfallout2scriptcommand. It is very easy to tell if the command is not supported in Fallout 1 because during compiling you will see an error message like this: Many symbols were implemented during development of Fallout 2 and thus aren't backward-compatible with the original engine.

  • It's important to note that not all of the commands listed below will compile when scripting for Fallout 1.
  • Aside from TeamX sniffing around in the original engine, this topic has seen neglect due to its lack of relevance thanks to the title's successor.

    new vegas script extender steam community option

    Many of the entries in this list originated from Chris Avellone's documentation, namely the Fallout 2 editor introduction.Īlbeit a less-pronounced focus of the page, information regarding Fallout 1 scripting is included as well. Included is a comprehensive list of all available script commands tailored to Fallout 2's game engine. The goal of this page is to consolidate any and all references, guides, and tidbits of information surrounding the Star-Trek Scripting Language used in Fallout 2. 2.1.3 procedure damage_p_proc (script_action = 14)įallout 1 and Fallout 2 scripting - commands, reference, tutorials Introduction.2.1.2 procedure combat_p_proc (script_action = 13).2.1.1 procedure critter_p_proc (script_action = 12).

    new vegas script extender steam community option

    1 Fallout 1 and Fallout 2 scripting - commands, reference, tutorials.











    New vegas script extender steam community option