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FO76 ui roleplay team.pngThis is the transcript of a script file, which runs certain tasks in the game upon execution.
Details
Type Source file
SCRIPTS.LST comment Destroyed Arroyo Bridge map script
MSG file N/A
Transcript.png

/*
        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
/*
        Name: Arroyo Bridge
        Location: Arroyo
        Description: This is the Map Script for the Bridge of Arroyo
        Log:
           Please note any changes that have been made to the file in Updated. Then comment
           the code which you have changed/altered/commented out. Please, do not delete any
           code which was written.
           Created: December 04, 1997
           Updated:
*/
/* Include Files */
/* Note, the Following Lines need to be in this order so that
   the script will be compilable. The define Name is referenced
   in a module from define.h and used in command.h. Please do
   not change the ordering.
        -rwh2 11/13/97
*/
#include "..\headers\define.h"
#include "..\headers\ArDead.h"
#include "..\headers\updatmap.h"
#define NAME SCRIPT_ARBRIDGE
#include "..\headers\command.h"
procedure start;
procedure map_enter_p_proc;
procedure map_update_p_proc;
procedure start begin
end
procedure map_enter_p_proc begin
   override_map_start_hex(26719,0,0);
   if ((map_var(MVAR_Made_Car) == 0) and (global_var(GVAR_PLAYER_GOT_CAR) != 0) and (car_current_town == AREA_ARROYO_DESTROYED)) then begin
       set_map_var(MVAR_Made_Car,1);
       Create_Car(CAR_ARROYO_HEX,CAR_ARROYO_ELEV)
   end
   else if ((map_var(MVAR_Made_Car) == 1) and (car_current_town != AREA_ARROYO_DESTROYED)) then begin
       set_map_var(MVAR_Made_Car,0);
       Dest_Car(CAR_ARROYO_HEX,CAR_ARROYO_ELEV)
   end
   Lighting;
   set_global_var(GVAR_LOAD_MAP_INDEX,0);
end
procedure map_update_p_proc begin
   Lighting;
end