
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.

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. 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).


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