Script Compilation

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Soldier of Light





Posts: 4
Joined: Fri Jul 15, 2005 2:40 pm

Script Compilation

Post by Soldier of Light »

I'm back, with more scripting news for you guys.

This time, it's the news of a new program to make your scripting lives easier. Since discovering scripting I've learned to program, and now I'm working on a full set of Script Tools. This includes a decompiler, compiler, and a new feature the constructor.

The constructor will allow you to select the proper values for your script from dropdown boxes, eliminating the possibility of human error from scripting.

The decompiler is already what you're used to, and the compiler is a much more user friendly (and working) version than the current one included in entity.

However, this program is not yet complete. Currently, the decompiler is finished, and with it a new script database. The compiler is nearly complete, and is performing almost flawlessly, able to recompile single player scripts almost perfectly. However... I have a mission for all of you.

My goal is for the script compiler to be able to recompile ANY single player script. In order to do that, I need to know how all of the different types of values work. I have just about all of them. There are only two that I know I'm missing: 12 (vehicle_seat) and 48 (damage_state).

If you can figure out how these 2 types work, please let me know, either by emailing me or via AIM. Chances are I won't check this thread again.
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0mfc0





Posts: 218
Joined: Sun May 07, 2006 11:10 am
Location: Indiana

Post by 0mfc0 »

The program is very cool and better than shalted's (no offence :wink: ).
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