A friend and I are trying to make our own Fallout game using FO2 as the template, and your videos are a real help! More videos covering scripting and mapping would be greatly appreciated! We're new to all of this, so we're hitting walls doing this, but I have much confidence that we'll get this figured out and will be bringing a Fallout title for you to review in the future! Thank you so much!
You're welcome to ask any questions or for a specific video on a topic if you want :) I also stream my modding efforts on Twitch on Saturdays, where I work on the Mutants Rising mod.
Very cool video. Thanks very much. Also to Tygernoot. How do we get access to his tutorial on the mutantsrising forums? Just registrate or do we need to be part of the modding team?
Oh he just wrote a quick one on the discord, that's why I was trying to do a more in depth one on steam. I can rewrite it on nma when I add this to the nma post
I've already written a small section about timed_event_p_proc on my modding guide but I'd like to complete it with the help of your video tutorial. Thanks again for it.
Awesome i always wanted to learn this. Could you also do a tutorial series how to make our own Fonline Costume Server so we can make our own Fallout online fan game?
sadly I have no idea how the Fonline crowd does their stuff, but it's open source so you should be able to just modify, compile and run the code by making your own branch: github.com/topics/fonline
I'm trying to make a secret door work. It's an object 194 in scenery category in mapper. It's a door, but it occupies 3 hexes yet only blocks one. I've figured out how to create and destroy blockers next to it, but they appear and disappear instantly, while the hex the door occupies becomes free only exactly when the animation ends. Is this the only way to wait for animation to end? Set a timer with roughly enough ticks and hope nothing breaks it? Also, is there any benefit or problem with overriding door's default behavior with "script_overrides" command? Because I imagine somewhere in the engine it does the exact same timer trick to make doors work.
I haven't messed with doors yet, but it's pretty common for walls and scenery to be missing blocking hexes. Blocking hexes are invisible by default, in order to see them you can either press the "H" key, which will display all blocking hexes as red hexes, or click the TBOV (Toggle Block Object View) button located next to the edit button. As far as I know that door was only used once in the original Fallout game (in Necropolis at the back of Set's ), and I'm not sure how they handled the blocking objects (they probably didn't bother removing them after the door was opened, but it's difficult to check without having access to the script). If you take a look at the vanilla door scripts, they use "obj_is_open()" to check if the door is open (ex: ZIMRDOOR.ssl line 67), so you should be able to use this, though you'll have to figure out how to get the door object pointer somehow. I don't have a clue why "script_overrides" is used so often in the door scripts, I'm not sure what they're overriding. You'll have to do some testing to see if there was a reason they used it or not, but most modders just use a vanilla door script and don't worry much about it.
@@quantumapprentice8120 i think I've -figured it out- made something that works for now. Had to rewrite the entire thing twice tho and looked at the reverse engineered code of the game (didn't help much😅😅) One problem i had with "version 1.5" of my script was that "looking at" the object made it close for some reason. But sometimes it didn't close until you "look at" smth else and then "look" back. Would make a funny feature if this was what i wanted, but i actually want it to stay open until explicitly closed. I guess "overrides" really solved the issue and i did have to use it in each block instead of just putting at the top of the proc. Then I messed up timers and just fiddled with it until it worked. In the process I realized that you can spawn any object so I figured out the number for invisible wall and replaced blocking hexes with that. For a weird reason it can only use 24 bits, but in the proto files it uses 32. In both cases you use top 3 bits to tell the type of object and there is no 0th object. Meaning 000000000000000000000001 is the first item you can spawn (at least i think it's item, because those 3 bits are also a bit weird). I also learned how patterns are structured and made myself some patches of roads and tiles😁
@@zhulikkulik You shouldn't have to reverse engineer most scripts, the mapper comes with a set that were leaked by the original devs, plus the RP mod scripts that were modified for the Restoration Project. You can find them in the "Updated source codes" folder where you installed the mapper at. The script I referred to in my previous comment is apparently in the Mutants Rising mod only (my bad, wasn't paying attention when I looked stuff up earlier), but you can find one of the original door scripts under this folder structure: "BIS mapper patched (+complementary ressources)/Updated source codes/1.02d source codes by Haenlomal/GENERIC/ZILCKDOR.SSL" Glad to hear you're making progress, there's a lot of stuff I've learned since working on the MR mod, I just haven't had the time to make anything explaining what I've learned so far :)
Now you got me fixed to continue my work on the modding guide. Darn it!
lol just saw this :P
A friend and I are trying to make our own Fallout game using FO2 as the template, and your videos are a real help! More videos covering scripting and mapping would be greatly appreciated! We're new to all of this, so we're hitting walls doing this, but I have much confidence that we'll get this figured out and will be bringing a Fallout title for you to review in the future! Thank you so much!
You're welcome to ask any questions or for a specific video on a topic if you want :)
I also stream my modding efforts on Twitch on Saturdays, where I work on the Mutants Rising mod.
@@quantumapprentice8120 I'll have to check that out! Thanks!
Quality content🎉
thank you!
Very cool video. Thanks very much. Also to Tygernoot. How do we get access to his tutorial on the mutantsrising forums? Just registrate or do we need to be part of the modding team?
Oh he just wrote a quick one on the discord, that's why I was trying to do a more in depth one on steam. I can rewrite it on nma when I add this to the nma post
I've already written a small section about timed_event_p_proc on my modding guide but I'd like to complete it with the help of your video tutorial. Thanks again for it.
Awesome i always wanted to learn this. Could you also do a tutorial series how to make our own Fonline Costume Server so we can make our own Fallout online fan game?
sadly I have no idea how the Fonline crowd does their stuff, but it's open source so you should be able to just modify, compile and run the code by making your own branch:
github.com/topics/fonline
I'm trying to make a secret door work. It's an object 194 in scenery category in mapper.
It's a door, but it occupies 3 hexes yet only blocks one.
I've figured out how to create and destroy blockers next to it, but they appear and disappear instantly, while the hex the door occupies becomes free only exactly when the animation ends.
Is this the only way to wait for animation to end? Set a timer with roughly enough ticks and hope nothing breaks it?
Also, is there any benefit or problem with overriding door's default behavior with "script_overrides" command? Because I imagine somewhere in the engine it does the exact same timer trick to make doors work.
I haven't messed with doors yet, but it's pretty common for walls and scenery to be missing blocking hexes. Blocking hexes are invisible by default, in order to see them you can either press the "H" key, which will display all blocking hexes as red hexes, or click the TBOV (Toggle Block Object View) button located next to the edit button.
As far as I know that door was only used once in the original Fallout game (in Necropolis at the back of Set's ), and I'm not sure how they handled the blocking objects (they probably didn't bother removing them after the door was opened, but it's difficult to check without having access to the script).
If you take a look at the vanilla door scripts, they use "obj_is_open()" to check if the door is open (ex: ZIMRDOOR.ssl line 67), so you should be able to use this, though you'll have to figure out how to get the door object pointer somehow.
I don't have a clue why "script_overrides" is used so often in the door scripts, I'm not sure what they're overriding. You'll have to do some testing to see if there was a reason they used it or not, but most modders just use a vanilla door script and don't worry much about it.
@@quantumapprentice8120 i think I've -figured it out- made something that works for now. Had to rewrite the entire thing twice tho and looked at the reverse engineered code of the game (didn't help much😅😅)
One problem i had with "version 1.5" of my script was that "looking at" the object made it close for some reason. But sometimes it didn't close until you "look at" smth else and then "look" back. Would make a funny feature if this was what i wanted, but i actually want it to stay open until explicitly closed.
I guess "overrides" really solved the issue and i did have to use it in each block instead of just putting at the top of the proc.
Then I messed up timers and just fiddled with it until it worked.
In the process I realized that you can spawn any object so I figured out the number for invisible wall and replaced blocking hexes with that. For a weird reason it can only use 24 bits, but in the proto files it uses 32. In both cases you use top 3 bits to tell the type of object and there is no 0th object. Meaning 000000000000000000000001 is the first item you can spawn (at least i think it's item, because those 3 bits are also a bit weird).
I also learned how patterns are structured and made myself some patches of roads and tiles😁
@@zhulikkulik You shouldn't have to reverse engineer most scripts, the mapper comes with a set that were leaked by the original devs, plus the RP mod scripts that were modified for the Restoration Project.
You can find them in the "Updated source codes" folder where you installed the mapper at.
The script I referred to in my previous comment is apparently in the Mutants Rising mod only (my bad, wasn't paying attention when I looked stuff up earlier), but you can find one of the original door scripts under this folder structure:
"BIS mapper patched (+complementary ressources)/Updated source codes/1.02d source codes by Haenlomal/GENERIC/ZILCKDOR.SSL"
Glad to hear you're making progress, there's a lot of stuff I've learned since working on the MR mod, I just haven't had the time to make anything explaining what I've learned so far :)