SCRIPTS.LST появляется и в других играх. |
obj_dude.int ; player script -- was cr_dialg.int ; Testing # local_vars=0 elder.int ; The Elder from Shady Sands # local_vars=10 barter.int ; The Barterman from Shady Sands # local_vars=10 bguard.int ; Only a bodyguard from Shady Sands for the Barterman # local_vars=5 cow.int ; It's just a cow. # local_vars=3 MoatGrd.int ; Moat guard for the Gunrunners # local_vars=10 guard.int ; Guard from Shady Sands # local_vars=5 loser.int ; The loser from Shady Sands # local_vars=5 pleasant.int ; The pleasant peasant from Shady Sands # local_vars=5 GunRnr.int ; generic gunrunner # local_vars=9 map_init.int ; Map for the Vault for the E3 demo # local_vars=0 radscorp.int ; Radiation Scorpions near Shady Sands # local_vars=4 mutant2.int ; Invisible Mutants # local_vars=11 sswell.int ; Shady Sands well # local_vars=5 set.int ; Set, the leader of Necropolis # local_vars=15 harry.int ; Harry the Super mutant # local_vars=10 stimpack.int ; Stimpack script to heal players when used # local_vars=0 cover.int ; A cover for the Manhole # local_vars=4 manhole.int ; A manhole that leads to the Necropolis Sewers # local_vars=4 ladder.int ; Ladder leading down to the Necropolis Sewers # local_vars=5 chair.int ; A chairs in the hotel which you shouldn't sit on # local_vars=0 coke.int ; Nuka-Cola machine which lucky players can get money # local_vars=6 computer.int ; A broken computer in the managers office. # local_vars=2 dead.int ; Look at the dead bodies, daddy # local_vars=2 desk.int ; Standard, Master-issued desk, complete with nothing # local_vars=0 1dedgul1.int ; Dead ghouls (?) # local_vars=0 1molrat1.int ; Mole Rat in Necropolis (?) # local_vars=1 1manhol1.int ; Manhole to get to the Sewers in Necropolis (?) # local_vars=0 1ladder1.int ; Ladder for the Manhole in Necropolis (?) # local_vars=0 ghoul.int ; Ghoul manager of the Necropolis hotel # local_vars=9 alphhotl.int ; Map Script for Pre-Alpha demo # local_vars=0 genghoul.int ; Generic Ghoul from Necropolis # local_vars=11 Aradesh.int ; Aradesh NPC from Shady Sands # local_vars=15 Brahmin.int ; Brahmin (cows) from Junktown who just stand there # local_vars=1 Cougar.int ; Doc Morbid's Assistant, Cougar, from Junktown # local_vars=9 Flash.int ; Doc Morbid's Assistant, Flash, from Junktown # local_vars=13 JtGenGrd.int ; Generic guards from Junktown # local_vars=15 JtPeasnt.int ; Generic peasants from Junktown # local_vars=7 Butch.int ; Butch, leader of some merchants in Hub # local_vars=20 Cabbot.int ; Cabbot, the initiate from the Brotherhood of Steel # local_vars=12 Childmem.int ; Children of the Cathedral member # local_vars=11 Decker.int ; Decker, the head of the Hub Underground # local_vars=25 Elder.int ; The Elder of Shady Sands # local_vars=10 Gizmo.int ; Gizmo, the casino owner in Junktown # local_vars=13 Harold.int ; Harold, the old mutant from the Hub # local_vars=20 Jain.int ; Jain, Priestess of the Children of the Cathedral # local_vars=13 Killian.int ; Killian, law enforcement in Junktown # map_init # local_vars=27 Laura.int ; Laura, the spy for the Followers of the Apocalypse # local_vars=20 Loxley.int ; Loxley, head of the Thieve's Guild in the hub # local_vars=17 Lt.int ; The Lieutenant of the Master's army # local_vars=13 Master.int ; The general Bad guy of the entire game # map_init # local_vars=14 Maxson.int ; General John Maxson, High Elder of the Brotherhood of Steel # local_vars=21 Morph.int ; Morpheus (not relation to Orpheus) of the Children (power hungry) # local_vars=15 Nicole.int ; Yes, it is the same Nicole from the Followers of the Apocalypse # local_vars=11 Over.int ; The great Overseer of Vault 13 (chicken) # local_vars=22 Rhombus.int ; Rhombus, the Armsmaster for the Brotherhood of Steel # local_vars=18 Tandi.int ; Tandi, the minx from Shady Sands # map_init # local_vars=15 Vree.int ; Vree, the Scribe from the Brotherhood of Steel # map_init # local_vars=15 1MoleRat.int ; Mole Rat Boss (nasty guy) # local_vars=0 AirLock.int ; Open this Airlock, and we all look at space # local_vars=5 Barry.int ; Barry the Super Mutant # local_vars=10 DeadComp.int ; Capt'n, the Computer's dead. # local_vars=1 Door.int ; Sorry, the door has a lock on it. Try to pick it. # map_init # local_vars=3 Ganger.int ; I'm afraid of all these Ganger ghouls. # local_vars=8 Gary.int ; Uh oh. It's Gary the Super Mutant # local_vars=9 Generic.int ; Hey Mom! Look at the generic Ghouls # local_vars=10 GenGhoul.int ; Hey Mom! Look at the generic Ghouls # local_vars=8 GenGlow1.int ; It's a Generic Glowing One # local_vars=5 GhDead.int ; It's a dead ghoul that we see here. # local_vars=3 GhDorGrd.int ; Ghoul Door Guard. # local_vars=8 GhGenDed.int ; Generic dead ghouls for Necropolis. # local_vars=1 GhGuard.int ; Ghoul guard for Set. # local_vars=8 Ghoul.int ; The ghoul manager of the Necropolis hotel. # local_vars=7 GhRefuge.int ; Ghoul Refugee hiding the the Zombie hideout # local_vars=8 GhZero.int ; A ghoul guard # local_vars=7 GlowOne.int ; Glowing Ones that are caged by Set. # local_vars=5 Groundr.int ; Necropolis Undergrounders # local_vars=9 Guard.int ; Guard from Shady Sands # local_vars=5 Harry.int ; Harry the Super mutant with many lines # local_vars=10 Larry.int ; Larry the Super Mutant # local_vars=10 Leader.int ; The ghoul leader in Necropolis (Ganger?) # local_vars=8 Manager.int ; The Ghoul hotel manager # local_vars=8 Mangled.int ; Some mangled bodies in Necropolis. # local_vars=0 Meander.int ; Some meandering ghouls # local_vars=9 Mutant2.int ; The invisible mutants. # local_vars=11 NH2OComp.int ; Necropolis Water Computer # local_vars=6 NH2OPump.int ; Necropolis Water Pump # local_vars=6 OddWall.int ; There is something odd about this wall in Necropolis # local_vars=2 Prisonr.int ; Prisoner of the Super Mutants in Necropolis # local_vars=10 Sally.int ; Sally the male Super Mutant (sex change??) # local_vars=7 graffiti.int ; generic graffiti on the walls # local_vars=1 SetColer.int ; Cooler in Set's room which has goodies. # local_vars=5 SetDesk.int ; Set's desk which has a note on it # local_vars=2 SetDoor1.int ; Door to Set's room that is trapped # local_vars=5 SetGuard.int ; Guards to protect Set from Harm. # local_vars=5 SetSctDr.int ; Set's Secret Door. # local_vars=5 Smell.int ; It's an odd smell in Necropolis (must be ghouls?) # local_vars=1 StimPack.int ; A stim pack to heal you # local_vars=0 StoreRom.int ; Spacial script for the Necropolis store room # local_vars=1 Super.int ; Super Mutants from the city Necropolis # local_vars=8 Terry.int ; Terry the Super Mutant (fly away) # local_vars=8 Garret.int ; Set's lacky in Necropolis # map_init # local_vars=11 Gretch.int ; Gretch, Doctor Morbid's Assistant # local_vars=13 Morbid.int ; Doctor in Junktown known for taking body parts # local_vars=17 Dumar.int ; Dumar, Acrolyte of the Children # local_vars=6 Barstow.int ; Zack Barstow, Initiate of the Children # local_vars=6 Genint.int ; generic initiates for Children # local_vars=6 JChidMem.int ; Junktown Children of the Cathedral Member # local_vars=11 Lookout.int ; Necropolis Undergrounder Lookout # local_vars=7 MachIV.int ; Mach IV computer in Buried Vaul that is broken # local_vars=0 BlkRoom.int ; Spacial to say the room is blocked in the Buried Vault # local_vars=1 RndDesrt.int ; Random Encounter Desert Map # local_vars=0 TGuard.int ; Tower Guard for Shady Sands # local_vars=11 cook.int ; A cook from Shady Sands kitchen # local_vars=7 citizen.int ; Random Citizen from Shady Sands # local_vars=6 HousChar.int ; A chair in the House of a citizen from Shady Sands # local_vars=0 AgathBed.int ; Bed in Agatha's room from Shady Sands # local_vars=0 RozBed.int ; Bed in Razlo's room from Shady sands # local_vars=0 Wife.int ; Razlo's wife from Shady Sands # local_vars=7 SDresser.int ; Dresser for Razlo or Agatha in Shady Sands # local_vars=0 ShadyRug.int ; Generic Rugs in Shady Sands # local_vars=0 SBokcase.int ; Shady Sands bookcase with books # local_vars=0 MuteJar.int ; A jar of Mutated Fruit from Shady Sands # local_vars=1 ShadDesk.int ; Desk in Aradesh's room from Shady Sands # local_vars=0 CookShel.int ; Shelf with food on them for the Kitchen in Shady Sands # local_vars=0 CookTabl.int ; Table in the Kitchen in Shady Sands which holds food. # local_vars=0 Fruit.int ; Mutated fruit in the Gardens of Shady Sands # local_vars=0 PenSmell.int ; Spacial script for the smell around the Brahmin Pen # local_vars=1 Razlo.int ; Razlo from Shady Sands. Local Healer # local_vars=20 ValtCtzn.int ; Vault 13 citizen with random lines # local_vars=10 ValtLock.int ; Vault 13 airlock. # local_vars=3 ValtMon.int ; Vault 13 Monitor in the Meeting Room # local_vars=0 CoreComp.int ; Central Core computers in Vault 13 # local_vars=0 LibComp.int ; Library computer in Vault 13 # local_vars=2 Assblow.int ; Guard in Junktown, real name is now Kalnor # local_vars=15 GenRaidr.int ; Generic Raiders # local_vars=12 Garl.int ; Garl from the Raiders' camp # local_vars=19 RaidPris.int ; Raider prisoner in the camp # local_vars=8 Petrox.int ; Petrox, a Raider from the camp # local_vars=7 Tolya.int ; Tolya, a Desert Raider # local_vars=10 Gwen.int ; One of Garl's "Advisors." She is mean. # local_vars=7 Diana.int ; One of the Raiders who repairs raider equipment. # local_vars=8 Alya.int ; High spirited female Raider # local_vars=7 LivingQ.int ; Spacial in the living quarters of the Buried Vault # local_vars=1 Meeting.int ; Spacial in the Meeting room of the Buried Vault # local_vars=2 BVStore.int ; Spacial in the Storage room of the Buried Vault # local_vars=1 BVLib.int ; Spacial in the Library of the Buried Vault. # local_vars=1 BVCore.int ; Spacial in the Central Core of the Buried Vault # local_vars=1 BVMeet.int ; Spacial in the Meeting room of Buried Vault (rat tunnel). # local_vars=1 BVLive.int ; Spacial in the Living Quarters of Buried Vault (key in chair). # local_vars=1 UndrBed.int ; Spacial in Living Quarters of Buried Vault (under bed) # local_vars=1 RubChip.int ; Spacial in Rubble of Buried Vault. Chip is buried # local_vars=1 RubCore.int ; Spacial in Rubble of Buried Vault. Core is buried # local_vars=1 BVAirL.int ; Spacial for Buried Vault. (Airlock) # local_vars=1 HallDed1.int ; Map script for Hall of Dead # local_vars=3 Gabriel.int ; Gabe, the leader of the GunRunners # local_vars=10 HiCraps.int ; Hi stakes craps game # local_vars=4 NUp2Dwn1.int ; jump from Ground-level to Sewers (Northern most) (Hall Dead) # map_init # local_vars=2 NUp2Dwn2.int ; jump from Ground-level to Sewers (Southern most) (Hall Dead) # map_init # local_vars=2 NDwn2Up1.int ; jump from Sewers to Ground-level (Northern most) (Hall Dead) # map_init # local_vars=2 NDwn2Up2.int ; jump from Sewers to Ground-level (Southern most) (Hall Dead) # map_init # local_vars=2 GateDemo.int ; Generic gate guard for the demo # local_vars=7 WtrGrd.int ; Water guard for Vault 13 # local_vars=9 WatrShed.int ; Map script for the Necrop Water # local_vars=3 NWUp2Dn1.int ; jump from Ground-level to Sewers (West) (Necrop Water Shed) # map_init # local_vars=2 NWUp2Dn2.int ; jump from Ground-level to Sewers (North) (Necrop Water Shed) # map_init # local_vars=2 NWUp2Dn3.int ; jump from Ground-level to Sewers (South) (Necrop Water Shed) # map_init # local_vars=2 Cindy.int ; Person getting rations from Vault 13 # local_vars=9 NWDn2Up1.int ; jump from Sewers to Ground-level (North) (Necrop Water Shed) # map_init # local_vars=2 NWDn2Up2.int ; jump from Sewers to Ground-level (West) (Necrop Water Shed) # map_init # local_vars=2 NWDn2Up3.int ; jump from Sewers to Ground-level (South) (Necrop Water Shed) # map_init # local_vars=2 Andrew.int ; Jail gaurd for the junktown cells # local_vars=4 HotelMap.int ; Map script for Necrop Hotel # local_vars=3 Lorraine.int ; Lorraine from the Boneyard # local_vars=8 NHUp2Dn1.int ; jump from Ground-level to Sewers (North) (Necrop Hotel) # map_init # local_vars=2 NHUp2Dn2.int ; jump from Ground-level to Sewers (West) (Necrop Hotel) # map_init # local_vars=2 NHUp2Dn3.int ; jump from Ground-level to Sewers (East) (Necrop Hotel) # map_init # local_vars=2 Officer.int ; Officer from Vault 13 # local_vars=7 NHDn2Up1.int ; jump from Sewers to Ground-level (North) (Necrop Hotel) # map_init # local_vars=2 NHDn2Up2.int ; jump from Sewers to Ground-level (West) (Necrop Hotel) # map_init # local_vars=2 NHDn2Up3.int ; jump from Sewers to Ground-level (East) (Necrop Hotel) # map_init # local_vars=2 RadSCave.int ; Map Script for Rad Scorpion Caves # local_vars=4 Seth.int ; Seth from Shady Sands to transport to Rad Scorpion Caves. # local_vars=11 Medic.int ; Medic from Vault 13. # local_vars=6 GenVault.int ; Generic Vault 13 dweller. # local_vars=8 JunkCas.int ; Map Script for Casino area in Junktown # local_vars=4 JunkKill.int ; Map Script for Killian's area in Junktown # local_vars=3 JunkEnt.int ; Map Script for Entrance to Junktown # local_vars=2 BLKROM.int ; blocked room in the buried vault # local_vars=1 BVAIR.int ; buried vault air lock # local_vars=1 BVCache.int ; cache of medical suppies in the buried vault # local_vars=1 BVEnt.int ; Buried Vault ENtrance # local_vars=1 ShadyEt.int ; Map Script for Shady Sands East # local_vars=7 ShadyWst.int ; Map Script for Shady Sands West # local_vars=7 MEDLAB.int ; medlab in front of the buried vault # local_vars=1 Shack.int ; Shack above the buried vault # local_vars=1 Seth2.int ; Seth from Rad Scorpion Caves to transport to Shady Sands # local_vars=7 scribeA.int ; Scribe from the brotherhood # local_vars=7 Vault13.int ; Map Script for Vault 13 # local_vars=3 BVElv1W.int ; Buried Vault Elevator. Level 1 West --> Level 2 East # local_vars=2 BVElv2E.int ; Buried Vault Elevator. Level 2 East --> Level 1 West # local_vars=2 BVElv2W.int ; Buried Vault Elevator. Level 2 West --> Level 3 # local_vars=2 BVElv3.int ; Buried Vault Elevator. Level 3 --> Level 2 West # local_vars=2 BVBroken.int ; Buried Vault. The elevator is broken # local_vars=1 BroHdEnt.int ; Map Script for Brotherhood of Steel Entrance # local_vars=3 RatPit.int ; Breeding Pit of rats in Vault 13 area # local_vars=2 FearDark.int ; Vault 13. If the player is afraid of the dark # local_vars=1 ValtLeav.int ; First time leaving Vault 13 # local_vars=1 ValtCupl.int ; Couple from Vault 13 who take your room # local_vars=7 YourRoom.int ; Spacial Script for your room. # local_vars=2 SSGuide.int ; Shady Sands Guide to help the player get started. # local_vars=11 LiteLeav.int ; Light showing from outside world # map_init # local_vars=2 ValtCore.int ; Spacial Script for Vault 13 Central Core # local_vars=2 VCompOp.int ; Water Computer in Vault 13 Operations Room # local_vars=1 ValtOp.int ; Spacial Script for Vault 13 Operations # local_vars=2 ValtSec.int ; Spacial Script for Vault 13 Security # local_vars=2 ValtStor.int ; Spacial Script for Vault 13 Storage # local_vars=2 ValtMeet.int ; Spacial Script for Vault 13 Meeting room # local_vars=2 ValtMed.int ; Spacial Script for Vault 13 Medical Lab # local_vars=2 JunkDemo.int ; Map Script for Junkdemo.Map (for demo) # local_vars=0 GuarDemo.int ; Junktown guard w/ pickpocket (for demo) # local_vars=5 WanRats.int ; Wandering, Hostile rats # local_vars=2 Flare.int ; flares to light the player's way # local_vars=1 ValEl1.int ; Vault 13 Elevator level 1 # local_vars=0 ValEl2w.int ; Vault 13 Elevator level 2 west # local_vars=0 ValEl2e.int ; Vault 13 Elevator level 2 east # local_vars=0 ValEl3.int ; Vault 13 Elevator level 3 # local_vars=0 Vaultbur.int ; Map Script for Buried Vault # local_vars=4 dog.int ; a dog that wanders around # local_vars=0 GhRndGrd.int ; Random Ghoul Guard in Necropolis # local_vars=8 GhKick.int ; Ghoul who is going to kick your... # local_vars=8 Mutant3.int ; Super Mutant in Hall Dead. Guards door (no move) # local_vars=9 Mutant4.int ; Super Mutant in Hall Dead. Guards door (paces/checks for dead mutant3) # local_vars=7 Mutant5.int ; Super Mutant in Necropolis (place holder) # local_vars=7 Ian.int ; Injured Shady Sands guard # local_vars=9 Curtis.int ; Shady Sands farmer # local_vars=9 Child.int ; a generic Child # local_vars=6 RaidMap.int ; Map Script for the Raider Camp # local_vars=5 MutFruit.int ; Mutated Fruits (heals but gives rad damage) # local_vars=0 RaidGrd.int ; Raider Guard # local_vars=11 Hunter.int ; Bounty Hunter collecting on the Child killer's head # local_vars=8 Dog2.int ; Dog that follows you around if you are Mad Maxx # local_vars=4 Duc.int ; Trader to Shady Sands # local_vars=10 RndCity.int ; Map Script for Random City encounter # local_vars=0 RndCoast.int ; Map Script for Random Coastal encounters # local_vars=0 RndMtn.int ; Map Script for Random Mountain encounters # local_vars=0 Gambler.int ; Gambler in Junktown who appears in The Hub later on. # local_vars=8 VaultEnt.int ; Map script for Vault Entrance # local_vars=7 Miles.int ; The chemist of Adytum # local_vars=8 Smitty.int ; Adytum's blacksmith # local_vars=8 Adytownr.int ; Generic script for an Adytowner # local_vars=9 Regulatr.int ; Generic Regulator, guard of Adytown # map_init # local_vars=10 Lorri.int ;from the Brotherhood # local_vars=13 Sammael.int ; Scav from Adytum # local_vars=8 Caleb.int ; Head of the Regulators from Adytum # local_vars=11 Taylor.int ; Shop keeper/trader from Adytum # local_vars=8 Julianna.int ; Julianna from the Adytum # local_vars=8 FolSchol.int ; A scholar from the Followers # local_vars=7 FolInit.int ; An initiate from the Follower # local_vars=6 FlSupMut.int ; Super Mutant in the Followers area # local_vars=7 ChidScol.int ; a scholar from the Children # local_vars=6 ChidInit.int ; An Initiate from the Children # local_vars=6 FolScout.int ; A Scout for the Followers # local_vars=9 FolGuard.int ; A Guard for the Followers # local_vars=7 ThSupMut.int ; Generic Thinker Super Mutant in the Boneyard # local_vars=8 Heather.int ; Heather, a spy for the Children # local_vars=7 Peter.int ; Head of the Follower's scouts # local_vars=7 Jake.int ; second in command of the Followers # local_vars=9 Orfeo.int ; Senior Children member in Boneyard # local_vars=8 Marney.int ; The Doctor/Nurse of the Followers # local_vars=9 Neil.int ; Neil, head of the Followers guard # local_vars=8 Amber.int ; teacher for the Followers # local_vars=10 Uthern.int ; Leader of the Super Mutant Scouts in Boneyard # local_vars=9 Talius.int ; A ghoul Follower in the Boneyard # local_vars=9 ChdGuard.int ; Generic Children guard in Boneyard # local_vars=8 ChdScout.int ; Generic Children scout in Boneyard # local_vars=8 ScSupMut.int ; Generic Scout Super Mutant in the Boneyard # local_vars=8 Razor.int ; Razor, leader of the Blades # local_vars=8 Blade.int ; Generic Blades from the Boneyard # local_vars=10 Fire.int ; Fire, second in command of the Blades # local_vars=8 Beca.int ; Beca and Jade. Quartermistress of the Blades # local_vars=8 Dolgan.int ; Dolgan, the weaponmaster from the Blades # local_vars=8 Michelle.int ; Michelle, leader of the scouts for the Blades # local_vars=8 Dragon.int ; Dragon, Night watchman for the Blades # local_vars=8 Romero.int ; Just a Blade in love w/ some chick in Adytum # local_vars=9 Brohd12.int ; Map Script of the Brotherhood of Steel (level 1,2) # local_vars=4 Brohd34.int ; Map Script for Brotherhood of Steel (level 3,4) # local_vars=4 Jon.int ; John Zimmerman from the Adytum # local_vars=9 RippPris.int ; Ripper Prisoner in the Boneyard # local_vars=7 ScribeB.int ; Another scribe from the brotherhood # local_vars=6 BVLad.int ; Buried Vault Ladder which leads to the Surface # local_vars=3 CharBody.int ; A charred body in the Glow # local_vars=1 BoneBody.int ; dry bones from a body in the Glow # local_vars=0 DeadBro.int ; the corpses of dead Brotherhood people # local_vars=1 GenDisk.int ; Generic Holodisks found in the Glow # local_vars=1 HotSpot.int ; Radiation Hot Spot in the Glow (Spatial script) # local_vars=1 PerNPwr.int ; Dead person in Power Armour in the Glow. # local_vars=2 Glo1Weap.int ; Glow Level 1 Weapon Depot door. # local_vars=5 GloComp.int ; Computer ZR32 from the Glow. # local_vars=1 Glo3Supl.int ; Glow Level 3 Supply Depot door. # local_vars=3 GlowGen.int ; The generator for the Glow. # local_vars=4 GlowPump.int ; The water pump from the Glow # local_vars=1 SciRoom.int ; The living quarters of the Esteemed scientists. # local_vars=2 SentryGn.int ; Sentry Gun trap in the Glow # local_vars=5 GloRdDor.int ; The Red Pass Key doors in the Glow # local_vars=5 GloBlDor.int ; The Blue Pass Key doors in the Glow # local_vars=5 Glo3Wep.int ; Glow, Level 3, Weapon Depot door. # local_vars=3 GlwBox.int ; On Level 4 of the glow, Security Check Lockbox # local_vars=2 Tylier.int ; Tylier, the security computer in the Glow # local_vars=7 GlowCage.int ; Cage for the animals in the Glow # local_vars=2 GlowTabl.int ; Table in the Glow # local_vars=2 Zax.int ; Zax the AI computer from the Glow # local_vars=10 GlwAlien.int ; Skeleton of a dead alien body # local_vars=2 Freezer.int ; Note in the freezer of the Glow. # local_vars=2 Farli.int ; Farli from the Brotherhood of Steel # local_vars=8 Darrel.int ; Darrel, Cabbot's replacement in the Brotherhood # local_vars=15 PalGuard.int ; Paladin Guard in the Brotherhood surface (Caravan Guard) # local_vars=8 Talus.int ; Talus, Rombus's second in command. # local_vars=20 Sophia.int ; Sophia, an instructor for the Brotherhood # local_vars=10 Michael.int ; Distributes weapons to initiates. # local_vars=13 Glo4Weap.int ; Weapon depot on level 4 of the Glow # local_vars=5 ScribeA.int ; Scribe in the main computer room # local_vars=7 ScribeB.int ; Generic Scribe # local_vars=7 Sentry.int ; Paladin guard after invasion # local_vars=5 PaladinA.int ; Paladin in the Hall of the Brotherhood. # local_vars=7 PaladinB.int ; Paladin in the Guard room # local_vars=7 PaladinC.int ; Paladin in the Main Computer Room # local_vars=7 GloBlElv.int ; Blue Elevator in the Glow. # local_vars=5 KnightA.int ; Knight in the Computer Room # local_vars=7 KnightB.int ; generic Knights in the Brotherhood. # local_vars=7 GlowDesk.int ; a jammed desk in the Glow. # local_vars=2 WeapSys.int ; Spatial warning that the weapon system is armed. # local_vars=2 Artifact.int ; the artifact the Brotherhood sends you to find. # local_vars=2 GloCabn.int ; locked cabinet in the Glow. # local_vars=3 GasTrap.int ; Gas Trap in the Glow # local_vars=2 LazrTrap.int ; Laser beam trap in the Glow. # local_vars=2 JtRaider.int ; A crazy Raider in Junktown # local_vars=15 Sinthia.int ; Sinthia, the Sell Baby in Junktown # local_vars=18 Marcelle.int ; Owner of the Crash House in Junktown # local_vars=16 KillSafe.int ; Killian's personal safe. # map_init # local_vars=4 JtBob.int ; Bob from Junktown. Pretty much a dead beat # local_vars=11 Trish.int ; Trish, a waitress in Junktown's Skum Pit # local_vars=17 V13Door.int ; Main door to Vault 13 # map_init # local_vars=2 V13Comp.int ; Computer to open Vault 13 door. # map_init # local_vars=2 DiskA.int ; Holodisk w/ Alpha Experiment in the Glow # local_vars=2 DiskD.int ; Holodisk w/ Delta Experiment in the Glow # local_vars=2 FEVDisk.int ; Holodisk w/ FEV Experiment in the Glow # local_vars=2 VreeDisk.int ; Holodisk w/ Vree's report # local_vars=2 SecDisk.int ; Holodisk w/ Security Code for the Glow # local_vars=2 CodeDisk.int ; Holodisk w/ Brotherhood Honor Code # local_vars=2 GenGambl.int ; generic gambler in junktown # local_vars=8 Phil.int ; Phil is trying to get into his Junktown Condo # map_init # local_vars=10 Junkdog.int ; dog who is blocking phil from the Condo # map_init # local_vars=6 ChepSlot.int ; cheapy slot machine # map_init # local_vars=4 GoodSlot.int ; Good paying slot machine # map_init # local_vars=4 LowJack.int ; low stakes Blackjack # map_init # local_vars=4 HighJack.int ; high stakes Blackjack. # map_init # local_vars=4 ChocTech.int ; Children of the Cathedral Technician in the Military Base # local_vars=8 Abel.int ; Abel, lowers the Force Shield E # local_vars=8 FieldA.int ; Force Field A # map_init # local_vars=3 Radio.int ; Radio for the Military Base # local_vars=5 VatSign.int ; Sign to the Vats Control Room # local_vars=1 VConDoor.int ; Door to get into the Vats Control Room # local_vars=3 ForcComp.int ; Force Field Controller Computer in the Vats # local_vars=2 MrHandyA.int ; Mr. Handy from the Vats # local_vars=7 MrHandyB.int ; Mr. Handy from the Vats # local_vars=7 Flip.int ; Recent Convert to the Nightkin # local_vars=8 RobCtrl.int ; No, this does not control me, It controls the Robots # local_vars=4 VSgTeam9.int ; Vats, Sargeant of Team 9 Nightkin # local_vars=8 VatTeam9.int ; Vats, Team 9 member # local_vars=8 VConComp.int ; Vats Control Computer # local_vars=3 PeasantD.int ; This is Phil's smart-alec friend # local_vars=10 DemoComp.int ; Computer for the demo # local_vars=0 DemoDog.int ; dog for the Demo # map_init # local_vars=5 DemoPeas.int ; Phil's smart-alec friend for the Demo # map_init # local_vars=5 DemoPhil.int ; Phil in the dog scenerio for demo # map_init # local_vars=5 Zack.int ; some loser from the Gunrunners # local_vars=10 Theresa.int ; Faction leader in the Vault trying to get out of the Vault (not from MI) # local_vars=9 Rebel.int ; Rebels against the Empire and the Emperor Overseer # local_vars=7 DemoDoor.int ; locked freezer in the demo # local_vars=0 ScribeC.int ; a third scribe from the brotherhood # local_vars=7 Jason.int ; Jason from Adytum. # local_vars=10 Thug.int ; generic thug from the boneyard # local_vars=7 Lasher.int ; Lasher from the Children of the Cathedral # local_vars=10 Vinnie.int ; Leader of the Skuls gang in Junktown # local_vars=10 Victor.int ; Skulz Sociopath # local_vars=9 Shark.int ; Skulz ganger in the Scum Pit # local_vars=9 Sherry.int ; Another member of the Skulz # local_vars=19 Tycho.int ; Desert Ranger in Junktown # local_vars=8 GenSkulz.int ; generic Skulz member # local_vars=8 Slummer.int ; Brainwashed member of the Children # local_vars=10 Zark.int ; Cathedral Thug # local_vars=10 Calder.int ; Flower child of the Children # local_vars=8 ChidNite.int ; Generic Nightkin at the Cathedral # local_vars=7 ChidGAB.int ; Children Generic Attitude Boy # local_vars=8 GenChant.int ; Generic Chanter from the Children # local_vars=8 Barracus.int ; Leader of the Thug faction in the Children # local_vars=10 Chanter.int ; Generic Chanter 1 from the Children # local_vars=8 Francis.int ; Sister Francis from the Children # local_vars=10 DocWu.int ; foul-mouthed doc from the Children # local_vars=13 Rutger.int ; second in command of the Far Go Traders # local_vars=30 Phrax.int ; From the Demo, guard for the Crypts. # local_vars=4 DemoGen.int ; Generator for the demo # local_vars=0 DemoCryp.int ; generic Crypt ganger member for the demo # local_vars=4 DemoFool.int ; generic Fool ganger memeber for the demo # local_vars=4 Lenny.int ; the Bhrama master for the demo # local_vars=4 Icepick.int ; Leader of the Fools. # local_vars=4 Skizzer.int ; gate guard for the demo # local_vars=4 Pez.int ; generic peasant for the demo # local_vars=4 Rock.int ; another guard for the demo # local_vars=4 Lex.int ; Leader of Scrapheap for the demo # local_vars=4 Rayze.int ; leader of the Crypts for the demo # local_vars=4 Skippy.int ; Lead wirecutter boy # local_vars=4 Baka.int ; Leader of the Fools # local_vars=4 ScoutC.int ; has the player scouted the Crypts? # local_vars=4 ScoutF.int ; has the player scouted the Fools? # local_vars=4 FollMap.int ; this is the map for the Followers in the Boneyard # local_vars=3 SemiComp.int ; Computer that is barely functional in Necrop Vault # local_vars=5 RadRat.int ; Rats which make you have a healthly glow # local_vars=1 NGarFrdg.int ; Necropolis, Garret's Fridge # map_init # local_vars=5 WtrLadr.int ; Ladder. Leads to ground [from the sewers above NecVault] # local_vars=0 NecVLadr.int ; Ladder leading from the Necrop vault to the sewers # local_vars=0 NecVHole.int ; Manhole leading to the Necrop Vault # local_vars=0 WtrHole.int ; Manhole. Leads to Sewers [towards NecVault] # local_vars=0 ValtNec.int ; Map Script for the Necrop Vault # local_vars=11 TownMap.int ; This will bring up the townmap if the player tries using the obj. # local_vars=0 MVAirloc.ssl ; Master's Vault: Airlock door # map_init # local_vars=3 MVBShelf.ssl ; Master's Vault: Bookshelf # local_vars=2 MVSctShf.ssl ; Master's Vault: Bookshelf with secret door # local_vars=5 V13Cave.int ; Map Script for the Vault 13 cave # local_vars=2 MVRCrDor.int ; Reactor Core Door in the Master's Vault # local_vars=2 Command.int ; something for the military base # local_vars=5 GenSupr.int ; Generic super mutant in the military base # local_vars=9 Krupper.int ; Krupper from the military base # local_vars=8 Vanhag.int ; Vanhaggen from the military base # local_vars=12 Vasquez.int ; Vasquez from junktown # local_vars=12 JnkScout.int ; Scout in Junktown # local_vars=7 PeasantC.int ; peasant in Junktown # local_vars=10 GenRaid2.int ; another type of generic Raider # local_vars=12 Jarvis.int ; Some guy from Shady Sands # map_init # local_vars=10 MBStrong.int ; Map Script for the Military Base [Stronghold] # local_vars=3 MBVats.int ; Map Script for the Military Base [Vats] # local_vars=3 MBEnt.int ; Map Script for the Military Base [Entrance] # local_vars=2 Childrn1.int ; Map Script for the lower level of the Children of the Cathedral # local_vars=4 Childrn2.int ; Map Script for the Towers of the Children of the Cathedral # local_vars=4 Master1.int ; Map Script for the upper 2 level of the Master's Vault # local_vars=3 Master2.int ; Map Script for the lower 2 level of the Master's Vault # local_vars=15 MVComp.int ; Nuclear warhead control computer in the Master's Vault # local_vars=5 MVNuke.int ; The nuclear warhead in the Master's Vault # local_vars=3 MVDwn2Up.int ; go from the lower layers of Master's Vault to the upper # local_vars=0 MVUp2Dwn.int ; go from the upper layers to the lower layers of Master's Vault # local_vars=0 Chid2Mas.int ; go from the Children of the Cathedral to the Master's Lair # local_vars=0 Mas2Chid.int ; go from the Master's Lair to the Children # local_vars=0 Chid2Twr.int ; go from the main floor to tower of the Children # local_vars=0 Tow2Chid.int ; go from the tower to main floor of the Children # local_vars=0 COCDoor.int ; Transport from outside to inside of Children # local_vars=0 Cave2v13.int ; Vault 13 caves to Vault 13 # local_vars=0 V132Cave.int ; Vault 13 to Vault13 caves # local_vars=0 SecDoor.int ; door to vault 13 armory # map_init # local_vars=3 SpotLite.int ; affect the light level of the light scenery # map_init # local_vars=0 WtrThief.int ; Water Thief from Vault 13 # local_vars=8 Jennifer.int ; Jennifer from the Brotherhood of Steel # local_vars=15 Blast.int ; an explosion for the Buried Vault # local_vars=1 UzChair.int ; Use a chair from the Buried Vault # local_vars=1 CaveWall.int ; the portion of the cave wall which can be destroyed # local_vars=2 elev0.int ; Bos1 (Brotherhood of Steel) # local_vars=0 elev1.int ; Bos2 (entrance) # local_vars=0 elev2.int ; Master1 # local_vars=0 elev3.int ; Master2 (lower-level) # local_vars=0 elev4.int ; Military Base 1 # local_vars=0 elev5.int ; Military Base 2 (lower-level) # local_vars=0 elev6.int ; Vault13 # local_vars=0 Barfly.int ; some loser in the bar in Junktown # local_vars=8 BV2Vault.int ; Teleports player from the Shack to the Buried Vault # local_vars=0 ColaTruk.int ; Map Script for special random encounter Cola Truck # local_vars=0 FSauser.int ; Map Script for special random encounter Flying Sauser # local_vars=0 Glowent.int ; Map Script for Glow Entrance # local_vars=0 GlowMap1.int ; Map Script for Glow (levels 1-3) # local_vars=0 GlowMap2.int ; Map Script for Glow (Levels 4-6) # local_vars=0 LAAdytum.int ; Map Script for Adytum # local_vars=0 LABlades.int ; Map Script for the Blades from the Boneyard # local_vars=0 LAGunRun.int ; Map Script for Gunrunners from the Boneyard # local_vars=0 LARipper.int ; Map Script for the Rippers from the Boneyard # local_vars=0 HubEnt.int ; Map Script for Hub Entrance # local_vars=0 HubDwnTn.int ; Map Script for Downtown Hub # local_vars=0 HubHeigt.int ; Map Script for The Heights of Hub # local_vars=0 HubOldTn.int ; Map Script for Old Towne Hub # local_vars=0 HubWater.int ; Map Script for Water Merchants of Hub # local_vars=0 DethCave.int ; Map Script for Deathclaw Cave # local_vars=0 DrWhoMap.int ; Map Script for Dr. Who special encounter # local_vars=0 LgFtPrnt.int ; Map Script for Large Foot Print special encounter # local_vars=0 UsedCar.int ; Map Script for Used Car Salesman special encounter # local_vars=0 TalkCows.int ; Map Script for Talking Cows special encounter # local_vars=0 JTUp2Dn.int ; Getting from Garage to Morbid's Lab # map_init # local_vars=0 JTDn2Up.int ; getting from Morbid's lab to Garage # map_init # local_vars=0 Viola.int ; convert from the Followers to the Children # local_vars=10 Surf.int ; dude, what's with these Children? # local_vars=12 ChocDoor.int ; Door to get out of the Children of the Cathedral # local_vars=0 Dane.int ; psycho person who knows too much # local_vars=35 Jonathan.int ; someone from the Brotherhood # local_vars=11 Student.int ; student who is learning combat in the brotherhood # local_vars=7 Cath2MV.int ; spacial to take you from the Cathedral to the Master's Lair # local_vars=0 Glo4Supl.int ; level 4 of the Glow, Supply Room # local_vars=7 Hall2Mtl.int ; spatial script to take you from the Hall of the Dead to Motel sewers # local_vars=1 Hall2Shd.int ; spatial to take you from the Hall to the Watershed # local_vars=1 Motel2Hl.int ; spatial from the Motel to the Hall # local_vars=1 Lyle.int ; man who actually had some water rations stolen # local_vars=6 Neal.int ; the bartender for the Skum Pitt. # local_vars=14 TrapFlor.int ; there is a trap on the floor in the glow # local_vars=3 Kenji.int ; Gunman hired by Gizmo to kill Killian # local_vars=10 GEnt2Lv1.int ; spatial. Glow entrance to Level 1 of the glow # local_vars=0 GLv12Ent.int ; Use the rocks to go from the Glow Level 1 to Entrance # local_vars=0 CTower1.int ; Catherdral Tower to level 1 # local_vars=0 CTower2.int ; Catherdral Tower to level 2 # local_vars=0 CTower3.int ; Catherdral Tower to level 3 # local_vars=0 ExitBase.int ; Spatial script which will allow you to get out of the Military Base # local_vars=0 SSRadSco.int ; Shady Sands Radscorpions for the Quest # local_vars=4 Lars.int ; Sergeant of the guards in Junktown. # local_vars=9 elev6_m1.int ; Glow Elevator 1 (really *6*, but vault13 is in place there) # local_vars=0 elev7.int ; Glow Elevator 2 # local_vars=0 elev9.int ; Necropolis Elevator # local_vars=0 elev10.int ; Extra Milb Elevator # local_vars=0 elev11.int ; Extra Glow Elevator # local_vars=0 GenMutan.int ; Generic mutant in the master's vault # local_vars=8 GenSarg.int ; Generic sargent mutant in the master's vault # local_vars=8 MBOut2In.int ; door script to allow the player to get into the Military Base # local_vars=2 Trophy.int ; Neal's bowling trophy. # local_vars=2 Saul.int ; Saul, boxer for Gizmo # local_vars=9 Gustofer.int ; Saul's Manager # local_vars=7 Robot.int ; Robots from the master's lair # local_vars=7 VGateMut.int ; Super mutant patrolling gate of the Vats. # local_vars=4 VPLotMut.int ; Super mutant sergeant patrolling parking lot. # local_vars=4 VFenceMt.int ; Super mutant patrolling fence of the Vats. # local_vars=4 DoorCode.int ; Script for the tape with the Vats door code. # local_vars=3 Guard2.int ; Second Garret in Watershed Map # local_vars=5 VDoorMut.int ; Vats Door Mutant # local_vars=7 FieldB.int ; Force Field B: Stronghold generic # map_init # local_vars=3 FieldC.int ; Force Field C: Stronghold east side # map_init # local_vars=3 FieldD.int ; Force Field D: Stronghold north side # map_init # local_vars=3 FieldE.int ; Force Field E: Stronghold south side # map_init # local_vars=3 FieldF.int ; Force Field F: Vats security hall # map_init # local_vars=3 FieldG.int ; Force Field G: Vats elevator A # map_init # local_vars=3 FieldH.int ; Force Field H: Vats control room # map_init # local_vars=3 FieldI.int ; Force Field I: Vats hallway # map_init # local_vars=3 ForceCon.int ; Generic force field controller script # map_init # local_vars=3 VTeam1.int ; Mutant team num 1 in Vats # local_vars=6 VTeam2.int ; Mutant team num 2 in Vats # local_vars=6 VTeam3.int ; Mutant team num 3 in Vats # local_vars=7 VTeam4.int ; Mutant team num 4 in Vats # local_vars=6 VTeam5.int ; Mutant team num 5 in Vats # local_vars=6 VTeam6.int ; Mutant team num 6 in Vats # local_vars=6 VTeam7.int ; Mutant team num 7 in Vats # local_vars=6 VTeam8.int ; Mutant team num 8 in Vats # local_vars=6 avery.int ; guard for Lorenzo in the Hub # local_vars=4 bill.int ; guard for Lorenzo in the Hub # local_vars=4 billy.int ; boy who works for Dan the Brahmin Man # local_vars=14 bob.int ; Bob's Iguana Bits owner # local_vars=9 bobsign.int ; Sign outside Bob's Iguana Bits # local_vars=4 cally.int ; Another bodyguard for Lorenzo # local_vars=4 cleo.int ; Guard for Lorenzo in the Hub # local_vars=4 crvndrvr.int ; Generic Caravan Driver in the Hub # local_vars=4 dan.int ; Dan 'the Brahmin Man'. sells Brahmin # local_vars=10 danwife.int ; Dan's Wife # local_vars=4 deadguy.int ; Someone who was stupid enough to mess w/ Decker # local_vars=6 deckgrd.int ; One of Decker's Guards # local_vars=4 demetre.int ; Demetre, head of the Crimson Caravans # local_vars=15 fry.int ; Deputy Fry of the Hub Police # local_vars=8 dogmeat.int ; Dogmeat, dog who is friends w/ jacob # local_vars=0 elecdoor.int ; Electronic lock on a door in the Hub # local_vars=5 electrap.int ; Electronic Trap in the Thieves' Circle # local_vars=4 femfarmr.int ; Female Farmer for the Hub # local_vars=4 fgtgard.int ; Far Go Trader generic Guard # local_vars=5 gencop.int ; Generic police force in the Hub # local_vars=4 genfgt.int ; Generic Far Go Trader # local_vars=4 genskag.int ; Generic Skag of the Hub # local_vars=4 guido.int ; Guido, Manager of the Friendly Lending Company # local_vars=10 gunlock.int ; Lock on the gun storage # local_vars=5 hbodgrd2.int ; Bodyguard in the Hub # local_vars=5 hchdgrd.int ; Hub Children guard # local_vars=8 hgenfarm.int ; Generic Farmer in the Hub # local_vars=5 hgengrd.int ; Generic Guard in the hub # local_vars=5 hightowr.int ; Daren Hightower, leader of the Water Merchants # local_vars=5 htwrgrd.int ; One of Hightower's Guards # local_vars=5 htwrwife.int ; Hightower's wife # local_vars=4 hubber.int ; Generic Hubber (Hub Dweller) # local_vars=4 hubcarvn.int ; Hub Caravan (generic) # map_init # local_vars=4 hubcop.int ; Generic Hub Cop # local_vars=4 hubflrcd.int ; Flower Child in the Hub # local_vars=4 hubjake.int ; Jacob of the Weapons Shop. Sells big toys # local_vars=10 hubpatnt.int ; Patient in the Children's hospital in the Hub # local_vars=6 hubsmity.int ; Smitty from the Hub # local_vars=4 jasmine.int ; Jasmine, second in command of the Thieves Guild # local_vars=8 jobpost.int ; Job Post where all the jobs in the Hub are posted # local_vars=5 kane.int ; Kane, second in command of the Underground # local_vars=25 keri.int ; Keri, Demetre's daughter. in the Crimson Caravans # local_vars=15 leon.int ; Leon, one of Guido's Guards # local_vars=5 lorenzo.int ; Lorenzo, seedy character who occasionally helps the Underground # local_vars=20 mstmerch.int ; Master Merchant from the hub # local_vars=8 richie.int ; Richie, guards a safe in the Hub # map_init # local_vars=5 rufus.int ; Rufus, cyber hack in the Hub # local_vars=4 rutger.int ; Rutger, second in command of the Far Go Traders # local_vars=10 sid.int ; Sid, annoying little twit who helps Beth # map_init # local_vars=4 thorndyk.int ; Thorndyke, Dr. in the Children in the Hub # local_vars=10 troy.int ; Troy, a super mutant in the Hub # local_vars=7 wmcarvn.int ; Water Merchants Caravan # local_vars=15 wtrMGrd.int ; Water Merchant Guards # local_vars=5 RadioCom.int ; Radio control computer in the Vats. # map_init # local_vars=4 Comptrol.int ; Super Mutant comptroller. # local_vars=4 HGenCvan.int ; Generic Hub Caravan # local_vars=4 VatWarn.int ; Warning of trap corridor in the Vats. # local_vars=4 VatAlert.int ; Spatial to set off the alarm in the Vats. # local_vars=4 VPlasma.int ; Plasma trap in the Vats. # local_vars=4 VBOOM.int ; Explosive trap in the Vats. # local_vars=4 VLaser.int ; Laser trap in the Vats. # local_vars=4 VMonowir.int ; Monowire trap in the Vats. # local_vars=4 VLocker.int ; Trapped locker in the Vats. # local_vars=4 HBeth.int ; Beth who runs the general store in the Hub # map_init # local_vars=25 HallGrd.int ; Generic Gaurd in the Brotherhood Hallways # local_vars=7 RoomGrd.int ; Generic Room guard in the Brotherhood # local_vars=5 Spar.int ; Sparing match for the brotherhoodd # local_vars=5 Cheater.int ; Cheat for QA # local_vars=0 Izo.int ; Gizmo's nijamatic bodyguard # local_vars=4 Katja.int ; Skulk in Boneyard area # local_vars=10 Ady2Stor.int ; Ladder from Adytum to the store. # local_vars=0 Stor2Ady.int ; Ladder from store to Adytum. # local_vars=0 FolDn2Up.int ; Followers, from cellar up. # local_vars=0 FolUp2Dn.int ; Followers, from main level to cellar. # local_vars=0 HDtDn2Up.int ; Hub, Downtown, ladder going down to up # local_vars=0 HDtUp2Dn.int ; Hub, Downtown, ladder going up to down # local_vars=0 HDtVault.int ; Vault to FLC in the Hub # map_init # local_vars=5 MrHandyC.int ; Mr. Handy for cleaning up the Vats. # local_vars=5 Student.int ; The Students being trained in the Brotherhood # local_vars=15 Thomas.int ; trainer in the Brotherhood # map_init # local_vars=15 ModReact.int ; DO NOT ATTACH TO ANYTHING. JUST IN TO MAKE THINGS COMPILE # local_vars=5 Ady2Farm.int ; Moves dude from Adytum to hydroponic farms # local_vars=5 Farm2Ady.int ; Moves dude from hydroponic farms to Adytum # local_vars=5 Ady2Cell.int ; Moves dude from Adytum to cellars # local_vars=5 Cell2Ady.int ; Moves dude from cellars to Adytum # local_vars=5 GizGuard.int ; Gizmo's casino guards # local_vars=5 Ripper.int ; generic ripper for the boneyard # local_vars=3 MutDisk.int ; disk w/ transmissions from mutants in deathclaw cave # local_vars=3 DethClaw.int ; deathclaw from the Hub # local_vars=4 Deathspr.int ; Deathclaw spore # local_vars=5 FishrMan.int ; Random fisherman. # local_vars=4 FishrSon.int ; Random fisherman's son. # local_vars=4 Tardis.int ; Script for the special Tardis encounter. # map_init # local_vars=3 FootMap.int ; Map script for giant footprint. # local_vars=3 WhoMap.int ; Map script for the Tardis map. # local_vars=3 TalkCow.int ; Script for the talking Brahmin. # local_vars=3 TCowMap.int ; Map script for the talking cows. # local_vars=3 MissBro.int ; Missing Brotherhood initiate in the Hub # local_vars=6 HubCaptr.int ; Captors of the missing initiate # local_vars=6 animfrvr.int ; This is a script for animating background scenery # map_init # local_vars=4 ThfU2D.int ; ladder to go from ground to cellar of the Thieves' Circle # local_vars=0 ThfD2U.int ; ladder to go from cellar to ground of the Thieves' Circle # local_vars=0 MVNews.int ; Newspaper machine in the Master's Vault # local_vars=0 Dealer.int ; Insane used car dealer. # local_vars=4 UsedCar.int ; Map script for the used car lot. # local_vars=0 BroDead.int ; Map script for Brotherhood of Steel, destroyed version. # local_vars=0 ChilDead.int ; Map script for Cathedral, destroyed version. # local_vars=0 MBDead.int ; Map script for Military Base, destroyed version. # local_vars=0 Sarah.int ; Sarah, girlfriend to the mutant Flip. # local_vars=5 Agatha.int ; The old storyteller of Shady Sands, Agatha. # local_vars=5 Chuck.int ; Gypsy fortune-teller of Adytum. # local_vars=7 Alan.int ; Recent enthusiastic Follower convert. # local_vars=5 Brenden.int ; New Initiate of the BOS. # local_vars=5 Patrick.int ; Strange Celtic wanderer. # local_vars=5 Ismarc.int ; Extremely annoyed musician. # local_vars=5 Enemy.int ; Responses from people who don't want to talk to the dude. # local_vars=5 Alex.int ; Night watch Regulator for Adytum. # local_vars=7 Gideon.int ; Leader of the prisoners in the Master's Lair # local_vars=6 Jerem.int ; Captive in the masters Lair # local_vars=6 AirGrd.int ; Gaurd in the Master's Lair # local_vars=6 AirGrd2.int ; Another type of Guard in the Master's Lair # local_vars=6 BOSLori.int ; Brotherhood of Steel Doctor # local_vars=13 Moore.int ; person in the master's lair # local_vars=6 Lucy.int ; person in the master's lair # local_vars=6 Wiggup.int ; mutant in the master's lair # local_vars=6 MadSci.int ; mad scientist in the master's lair # local_vars=15 Vincent.int ; mutant in the master's lair # local_vars=14 FARMPART.int ; farm parts for adytum # local_vars=0 MLPrison.int ; Master's lair Prisoner # local_vars=8 GenPris.int ; Generic prisoner in the Master's Lair # local_vars=4 PrisCon.int ; Prison Control force Fields # map_init # local_vars=4 thomas2.int ; Thomas from the Brotherhood (on another map) # local_vars=10 Monster.int ; Monsters in the Master's Vault. # local_vars=0 PsyCon.int ; Psychic control comupter. # local_vars=4 Rae.int ; Confused mutant in the Master's Vault # local_vars=8 BHDoor.int ; main door to the brotherhood of steel # map_init # local_vars=3 BOSAsIs.int ; Brotherhood Dr. Assistant # local_vars=8 RD1Init.int ; Roommate in the Brotherhood # local_vars=8 GenInit.int ; Generic Initiate in the Brotherhood # local_vars=8 Coyote.int ; random dog in the wild # local_vars=0 Smone.int ; Mutants from the Master's Lair # map_init # local_vars=5 SmTwo.int ; Mutants from the Master's Lair # map_init # local_vars=5 Justin.int ; Sherrif of Hub # local_vars=12 Falcon1.int ; Bartender at the Falcon # local_vars=8 Merch1.int ; Merchant from the Hub # local_vars=5 Lance.int ; Shady Sands guard on long patrol. # local_vars=4 LoneRaid.int ; Lone Raider trying to get to camp. # local_vars=4 RndMerch.int ; Random Hub merchants. # local_vars=4 PalScout.int ; Random Paladin scouts. # local_vars=4 Trent.int ; Survivor of a Deathclaw attack. # local_vars=4 HDealer.int ; dealer in the falcon for craps # local_vars=4 HSlots.int ; slot machines in the Hub # local_vars=4 HRndBar.int ; Random dialog in the bar of the HUb # local_vars=4 HGenGamb.int ; generic gamblers in the hub # local_vars=4 HHooker.int ; Hooker in the Falcon # local_vars=4 HJohn.int ; Hooker's customer in the Falcon # local_vars=4 HGenDeal.int ; Generic Dealer in the Falcon # local_vars=4 smpray.int ; praying mutants in masters vault # local_vars=4 cpray.int ; praying children in masters vault # local_vars=4 PeasVict.int ; Peasant victim for random encounters. # local_vars=4 HRoulet.int ; roulette dealer from the hub # local_vars=4 JunkPeas.int ; generic peasant in Junktown # local_vars=6 Teacher.int ; Teacher in the Brotherhood. # local_vars=4 Genscrib.int ; Scribe in Brotherhood # local_vars=4 Genknigh.int ; Knight in Brotherhood # local_vars=4 Genpalad.int ; Paladin in Brotherhood # local_vars=4 Hslots.int ; Slot machines in the Hub # local_vars=4 RipUp2Dn.int ; Stairs up from the Rippers' cellar. # local_vars=0 RipDn2Up.int ; Stairs down from the Rippers' hideout. # local_vars=0 Rd1Scrb1.int ; Random Scribe from the Brotherhood # local_vars=4 Rd1Knig.int ; Random Dialog for the Knights in the Brotherhood # local_vars=4 term.int ; terminal in the Brotherhood # map_init # local_vars=4 term1.int ; terminal in the Brotherhood # map_init # local_vars=4 term2.int ; terminal in the Brotherhood # map_init # local_vars=4 term3.int ; terminal in the Brotherhood # map_init # local_vars=4 term4.int ; terminal in the Brotherhood # map_init # local_vars=4 term5.int ; terminal in the Brotherhood # map_init # local_vars=4 term6.int ; terminal in the Brotherhood # map_init # local_vars=4 term7.int ; terminal in the Brotherhood # map_init # local_vars=4 term8.int ; terminal in the Brotherhood # map_init # local_vars=4 Locker.int ; generic locked locker # local_vars=4 Mantis.int ; preying Mantis # local_vars=4 WorkRoom.int ; exploding work table in the Brotherhood # map_init # local_vars=6 MadBrot.int ; mad scientist in the brotherhood # local_vars=9 Women.int ; women in the raiders camp which can be killed # local_vars=4 Sink.int ; You can use this sink to dirty your hands # local_vars=4 Revulse.int ; Corridor of revulsion # local_vars=4 fieldgen.int ; field generator in the military base # local_vars=4 ElevCon.int ; Elevator Control for the Force Fields to the Nuke Bomb # map_init # local_vars=6 Dogmeat.int ; Bomb to blow up the Followers from the Gunrunners # local_vars=4 BroHist.int ; Holodisk for the Brotherhood history # local_vars=4 SopDisk.int ; Sophia's History disk of the Brotherhood # local_vars=4 MaxDisk.int ; Maxson's Version of the history of the Brotherhood # local_vars=4 Loot.int ; Fridge in the Raiders camp # local_vars=3 HubSafe.int ; safe for Lorenzo's stuff # map_init # local_vars=4 GenRaidA.int ; Generic raider for random encounter # local_vars=4 GenRaidB.int ; Generic raider for random encounter # local_vars=4 GenRaidC.int ; Generic raider for random encounter # local_vars=4 GenMercA.int ; Generic Merchant for random encounter # local_vars=4 GenMercB.int ; Generic merchant for random encounter # local_vars=4 GenMercC.int ; Generic merchant for random encounter # local_vars=4 GenGrdA.int ; Generic guard for random encounter # local_vars=4 GenGrdB.int ; Generic guard for random encounter # local_vars=4 GenGrdC.int ; Generic guard for random encounter # local_vars=4 GenPalA.int ; Generic paladin for random encounter # local_vars=4 GenPalB.int ; Generic paladin for random encounter # local_vars=4 GenPalC.int ; Generic paladin for random encounter # local_vars=4 CrvnTeam.int ; Caravan team for the random encounters # local_vars=4 CrvnMstr.int ; Animals who attack the caravan # local_vars=0 CrvnEnmy.int ; People who attack the caravans # local_vars=4 KillStor.int ; stuff for Killian's store # map_init # local_vars=3 CarEnctr.int ; Caravan Random Encounters # local_vars=3 GenChat.int ; generic messagage file # local_vars=0 CCVan.int ; Crimson Caravan Dealer (gives jobs) (temp) # local_vars=4 FGTVan.int ; Far Go Traders Dealer (Gives jobs) (temp) # local_vars=4 WMVan.int ; Water Merchants Dealer (gives jobs) (temp) # local_vars=4 LaryKnig.int ; Knight Larry in the Brotherhood # local_vars=6 VreScrib.int ; Vree's scribe in the brotherhood # local_vars=4 vregrd.int ; Vree's guard # local_vars=4 MaxGrd.int ; Maxson's guard # local_vars=4 Jerem2.int ; Jeremia from the Master's Lair # local_vars=6 WoodDoor.int ; wooden door script to blow up doors # local_vars=3 MetlDoor.int ; metal door script to blow up doors # local_vars=3 HubEnctr.int ; Caravan Random encounters return to the hub # local_vars=3 HGenVan2.int ; caravan people who are leaving the hub (generic) # local_vars=3 FGTRtnVn.int ; Far Go Traders Return to the Hub # local_vars=4 CCRtnVn.int ; Crimson Caravans Return to the Hub # local_vars=4 WMRtnVn.int ; Water Merchants Return to the Hub # local_vars=4 AllNOne.int ; Merchant for the All in One Store # local_vars=6 Armory.int ; merchant for the Armory Store # local_vars=4 AdyStore.int ; store in Adytum # map_init # local_vars=0 ExitLite.int ; lights for scenery objects # local_vars=0 Rope.int ; for message file # local_vars=0 ArmsDeal.int ; Jake the Arms Dealer in the Hub # local_vars=4 GDoor.int ; Ghoul Door in Necropolis # local_vars=3 JunkJail.int ; spatial script for the junktown jail cell # local_vars=2 Tread.int ; ghoul near vault door in Necrop # local_vars=4 Dirtnap.int ; ghouls near water chip in Necrop # local_vars=4 Valtglo.int ; generic ghouls in Necrop Vault # local_vars=4 ValtComp.int ; generic computer for Vault 13 # local_vars=2 RedFarm.int ; red peasant farmer in the Hub # local_vars=5 GrnFarm.int ; green farmer in the Hub # local_vars=5 HCaravn1.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4 HCaravn2.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4 HCaravn3.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4 HCaravn4.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4 CRedDoor.int ; Locked door needing the red COC Badge # map_init # local_vars=4 CBlkDoor.int ; Locked door needing the Black COC Badge # map_init # local_vars=4 Mat.int ; Caravan driver at the Hub Entrance # map_init # local_vars=5 Luke.int ; Caravan driver at the Hub Entrance # map_init # local_vars=4 John.int ; Security guard at the Entrance of the Hub # map_init # local_vars=4 JDoor.int ; Jeremiah's secret door in the master's lair # map_init # local_vars=4 Library.int ; Library in the Vault 13 # local_vars=4 CrashRm.int ; Spatial for room #1 in the Junktown crash house # local_vars=3 JakeDoor.int ; Door to Jake's shop in the Hub # map_init # local_vars=2 JakeDesk.int ; Desk in Jake's Shop in the Hub # local_vars=3 Bookcase.int ; bookcase in master's lair # local_vars=3 MLOps.int ; Master's lair Ops Control center # local_vars=3 Viscious.int ; Viscious from the Master's Lair # local_vars=10 VaultBox.int ; Water storage box in V 13 # map_init # local_vars=2 MstrComp.int ; Computer in the Master's Lair # local_vars=4 Childoor.int ; Secure door in the Children in the Hub # local_vars=5 HWMHost.int ; just a guy who tells you things in the area # local_vars=4 CarvLead.int ; Generic destination person who will give you $$ # map_init # local_vars=8 GenBCase.int ; generic Bookcase # local_vars=2 BroInvad.int ; Brotherhood Paladins who help invade the Cathedral # map_init # local_vars=6 FolInvad.int ; Followers Invaders who help invade the Cathedral # map_init # local_vars=6 Mike.int ; Mike, the Old town guide # local_vars=5 Vance.int ; Vance, the drug dealer in the Hub # local_vars=5 Junkie.int ; Drug Junkie in the Hub # local_vars=6 NDebris.int ; North Debris # local_vars=2 SDebris.int ; South Debris # local_vars=2 EDebris.int ; East Debris # local_vars=2 WDebris.int ; West Debris # local_vars=2 GPwrTerm.int ; Power Terminals in the Glow # local_vars=4 FootPrnt.int ; Spatial of Ghoul footprints leading to the sewer # local_vars=2 WMGuard.int ; Water Merchant Gaurd # local_vars=4 GSenRob.int ; sentry droid for the Glow # local_vars=4 GloYlDor.int ; Yellow security door in the Glow # local_vars=6 WMGroup.int ; Water Merchants--generic ppl around the merchants # local_vars=5 CCGuard.int ; Crimson Caravan guards from the Hub # local_vars=4 BoxGuard.int ; guards around the boxing arena in Junktown # local_vars=4 GunCache.int ; Cache of Gunrunners weapons # map_init # local_vars=4 SDoor.int ; Door that can't be openned # local_vars=1 PowerMut.int ; Super mutant guarding power armour # local_vars=4 bullbord.int ; Bulletin board outside of the hub # local_vars=2 GunCase.int ; Suitcase that the gunrunners give you # local_vars=0 Gunther.int ; Just some guy in the Hub # local_vars=6 Slappy.int ; Crazed bum in the Hub # local_vars=6 CathShop.int ; Person in the Cathedral who sells things # map_init # local_vars=6 CathCase.int ; Bookcase in the cathedral to hold items # map_init # local_vars=0 Kyle.int ; Kyle from the Brotherhood # local_vars=7 Lemmy.int ; guy that Gus designed to point you around # local_vars=10 Bethgrd.int ; guys outside the weapons shop # local_vars=6 DCMutant.int ; Dying Mutant in the deathclaw cave # local_vars=6 FGTCarvn.int ; Far Go Trader caravan peoples # local_vars=15 MutAmbsh.int ; Mutant Ambush for the Random Encounters # local_vars=4 DocLockr.int ; Doc Morbid's locker # local_vars=5 CrashBox.int ; Crash house fridge # local_vars=4 SkumDoor.int ; Skum Pit door # map_init # local_vars=4 SupAmbsh.int ; Super Mutant Ambush for random encounters # local_vars=4 MoatChek.int ; dex check for the moat # local_vars=4 MystStrn.int ; Mysterious Stranger Script # local_vars=4 SupGrd.int ; Supply guards for the Brotherhood # local_vars=4 SupDoor.int ; Supply door in the Brotherhood # local_vars=4 VWepLokr.int ; Vats Weapon Locker # map_init # local_vars=4 BroLock.int ; Brotherhood footlockers # local_vars=4 ValtDisk.int ; Holodisk that gives all vault locations # local_vars=4 Staple.int ; Mrs. Stapleton in the Hub (librarian) # local_vars=10 Klaxon.int ; Alarm in the Vats # map_init # local_vars=4 Toggle.int ; Toggle switch for the Vats # local_vars=2 Paul.int ; Paul from the weapons division in the Brotherhood # local_vars=6 HtwrLeon.int ; Leon the guard at the Hightower place # local_vars=6 VPlsTrap.int ; Vats Plasma Trrap # local_vars=3 VExdTrap.int ; Vats Explosion trap # local_vars=3 VElcTrap.int ; Vats Electric Trap # local_vars=3 HtwrGrge.int ; George the guard for the hightowers # local_vars=7 HtwrRick.int ; Rick, yet another of hightwoers guards # local_vars=6 HtwrBox.int ; strongbox w/ a necklace in it # local_vars=6 KilDoor1.int ; Killian Door 1 # map_init # local_vars=3 KilDoor2.int ; Killian Door 2 # map_init # local_vars=3 Emiter1a.int ; Force Field Emitter 1a for MBStrg12 # map_init # local_vars=4 Field1a.int ; Force Field for Emitter 1a # map_init # local_vars=4 MorbCool.int ; Morbid's cooler # local_vars=3 HtwrDoor.int ; Front door to the Hightower's place # local_vars=4 Field2a.int ; Force Field for Emitter 2a # map_init # local_vars=4 Emiter2a.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4 Field3a.int ; Force Field for Emitter 3a # map_init # local_vars=4 Emiter3a.int ; Force Field Emitter 3a for MBStrg12 # map_init # local_vars=4 Field4a.int ; Force Field for Emitter 4a # map_init # local_vars=4 Emiter4a.int ; Force Field Emitter 4a for MBStrg12 # map_init # local_vars=4 Field5a.int ; Force Field for Emitter 5a # map_init # local_vars=4 Emiter5a.int ; Force Field Emitter 5a for MBStrg12 # map_init # local_vars=4 Field6a.int ; Force Field for Emitter 6a # map_init # local_vars=4 Emiter6a.int ; Force Field Emitter 6a for MBStrg12 # map_init # local_vars=4 Floater.int ; Generic Floaters for Random Encounters # local_vars=4 Lenore.int ; Denizen of Junktown # local_vars=4 BitsBob.int ; Iguna Bob from the Hub # local_vars=10 KaneDoor.int ; Door for Kane in the Hub # local_vars=2 Field1b.int ; Force Field for Emitter 2a # map_init # local_vars=4 Emiter1b.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4 Field2b.int ; Force Field for Emitter 3a # map_init # local_vars=4 Emiter2b.int ; Force Field Emitter 3a for MBStrg12 # map_init # local_vars=4 PainFeld.int ; Pain Field in the Vats # local_vars=0 Field1c.int ; Force Field for Emitter 2a # map_init # local_vars=4 Emiter1c.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4 Field2c.int ; Force Field for Emitter 3a # map_init # local_vars=4 Emiter2c.int ; Force Field Emitter 3a for MBStrg12 # map_init # local_vars=4 Field1d.int ; Force Field for Emitter 2a # map_init # local_vars=4 Emiter1d.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4 VBrokElv.int ; Broken elevator in the Vats # local_vars=0 Stuff.int ; the Ghouls stuff in Necropolis # local_vars=4 ArmDoor.int ; armory door in the Vats # local_vars=4 RegGuard.int ; Regulator guard for the boneyard # local_vars=10 HotGhoul.int ; ghoul in the Hotel of Doom # local_Vars=4 LtGuard.int ; guards near the Lt. # local_vars=4 MorpComp.int ; computer in morpheus' room # local_Vars=1 SetDoor.int ; trapped and locked door # local_vars=5 Invader.int ; Invader for Necropolis # local_vars=4 PGuard.int ; Personal guard to Zimmerman # local_vars=6 FryStub.int ; a short dep Fry. in Decker's hideout # local_vars=7 Nukegrd.int ; guard for nuke in masters vault # local_vars=7 Hord.int ; hord of troops called by master # local_vars=5 Dugan.int ; The Weez # local_vars=6 MacRae.int ; Helper Blade to find Leader of Blades # local_vars=6 CCGuard1.int ; Crimson Caravan Guard 1 # local_vars=5 CCGuard2.int ; Crimson Caravan Guard 2 # local_vars=5 MomClaw.int ; Mother Deathclaw # local_vars=5 RoamClaw.int ; Roaming Deathclaw # local_vars=5 BYMike.int ; Mike from the Boneyard (Blade) # local_vars=4 BYChris.int ; Blade Chris from the Boneyard # local_vars=7 BYGreg.int ; Blade Greg from the Boneyard # local_vars=8 InBlade.int ; Invasion Blades # local_vars=7 EggClaw.int ; Deathclaw egg # local_vars=4 Radscor2.int ; Doesn't start out hostile. # local_vars=3 VanceBox.int ; Box where vance keeps his trading items # map_init # local_vars=3 BethBox.int ; Box where Beth keeps his trading items # map_init # local_vars=3 EmiterH.int ; force ield emiter for Vat Control Room # local_vars=4 RhomDoor.int ; Door to rhombus's area # map_init # local_vars=4 RhomLock.int ; Locker in rhombus' room # map_init # local_vars=4 WanRat2.int ; Non-hostile Rats # local_vars=2 Irwin.int ; farmer who lost his farm # local_vars=7 Armor.int ; Armor on Kyle's worktable # local_vars=4 MitchBox.int ; Mitch's box of inven # local_vars=4 FarmRaid.int ; Raider who is attacking a farm in the Hub # local_vars=6 Mathia.int ; Maxson's Assistant # local_vars=9 JTile.int ; Spatial script to trigger door in the Master's Vault # local_vars=4 Stampede.int ; stampede random encounter # local_vars=4 HighEld.int ; Elders for the Brotherhood # local_vars=8 MoleRat2.int ; Another stupid molerat # local_vars=3 BroEld.int ; Brotherhood elder (generic) # local_vars=4 Rndecspl.int ; Another random encounter script # local_vars=4 IceChest.int ; box where Garl can place player's stuff # map_init # local_vars=4 LtCodes.int ; Codes the Lt is holding # local_vars=4 PrisFeld.int ; prisoner force field in the master's lair # map_init # local_vars=4 PsyField.int ; psycker's force field in the master's lair # map_init # local_vars=4 Kenny.int ; They killed Kenny! # local_vars=6 SuplyGrd.int ; supply guards for 1st level brotherhood # local_vars=8 HubMis1.int ; map script for HubMis1.map # local_vars=0 RndEcGen.int ; Generic Random encounter monsters # local_vars=4 GenLock.int ; generic foot locker which is locked # local_vars=4 RegDisk.int ; Rugulator holodisk # local_vars=4 HubPris.int ; Prisoner in the Hub # local_vars=5 LAFollwr.int ; map script for the followers # local_vars=0 RaidDoor.int ; the cell door for tandi in the raiders # local_vars=4 GenEmit.int ; generic damaged force field emitter # local_vars=4 Test.int ; testing scripts