critter editing problem

lust

First time out of the vault
basically I want to enable the player to use science on a given critter.

Now currently this is only enabled on the robobrain, brahmin and a few others.

Note that you can't override the use_skill_on_p_proc because the targetting circle won't activate on most critters for science (at least, in the mapper).

At first I figured this was in the proto, but I used FUCK with no luck. What I did was create a new critter that was a robobrain, with all the same values. I wasn't able to use science on it (but I could still doctor/repair), so this tells me the ability to use science on a given critter isn't in the proto.

But the targetting circle was still active for science on the "normal" robobrain.

I've been looking through the .h and .lst files and I'm assuming there's a list somewhere of what critters get to have what skills used on them, with the defaults being 1st aid, doctor, pick pockets, traps.

However, I can't find it.

I'm hoping someone on the board can point me in the right direction.
 
Here's a great way to find stuff in the scripts. You have some 1400+ scripts (source code) in the mapper's script directory. Now if you drop this little "grep modified to search subdirectories" tool into the /mapper/scripts directory, you can easily find keywords in ALL of the scripts at once. For example, if I open a command shell in /scripts and do:

grep -S SCI *.SSL
I get a bunch of science checks
lowercase also reveals some interesting stuff
grep -S sci *.SSL

Gotta love the grep
 
Thanks dude!

XP is very annoying in that it won't let me search through SSLs. =)

Question: do you know of any bugs in either the Fallout 2 Mapper or the scripting engine (as it deals with event timers)?

I ask because I just got done with a very complicated script. It works in the mapper, but I had to rm event timers in a couple of places where I really shouldn't have had to.

Since it works in the mapper, my only concern is that it won't work when the mod is done.
 
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