This can be used to determine if a given object has completed an animation. Returns True if object (who) is currently animating, otherwise False.
#How to run in fallout 1 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.
#How to run in fallout 1 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.