About: Fallout 1 and Fallout 2 scripting - commands, reference, tutorials   Sponge Permalink

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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. Included is a comprehensive list of all available script commands tailored to Fallout 2's game engine. Many of the entries in this list originated from Chris Avellone's documentation, namely the Fallout 2 editor introduction. int main() { std::cout << "Hello, world! "; } procedure HelloWorld begin display_msg("Hello, world!"); end

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  • Fallout 1 and Fallout 2 scripting - commands, reference, tutorials
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  • 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. Included is a comprehensive list of all available script commands tailored to Fallout 2's game engine. Many of the entries in this list originated from Chris Avellone's documentation, namely the Fallout 2 editor introduction. int main() { std::cout << "Hello, world! "; } procedure HelloWorld begin display_msg("Hello, world!"); end
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  • 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. Included is a comprehensive list of all available script commands tailored to Fallout 2's game engine. Many of the entries in this list originated from Chris Avellone's documentation, namely the Fallout 2 editor introduction. Albeit a less-pronounced focus of the page, information regarding Fallout 1 scripting is included as well. 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. * It's important to note that not all of the commands listed below will compile when scripting for Fallout 1. Many symbols were implemented during development of Fallout 2 and thus aren't backward-compatible with the original engine. 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: Compiling OBJ_DUDE.ssl OBJ_DUDE.ssl(87): Error! Undefined symbol fallout2scriptcommand. 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. Since the commands for the scripting language are written in plain English, it's easy enough to pick up in practice. For example, both code snippets below would (theoretically) render the same result: int main() { std::cout << "Hello, world! "; } procedure HelloWorld begin display_msg("Hello, world!"); end
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