0mfc0 wrote:All i can say is i <3 brok3n halo
Entity Script Compiler
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Let me clarify a few things, yes, it overwrites scripts, but you see the save and open buttons in the bottom right corner, yeah, it's so you can save and resume working on your script whenever you need to.
And the begin statements don't need to be included at the begining of a script because they're hard coded in the compiler.
And the begin statements don't need to be included at the begining of a script because they're hard coded in the compiler.
Awaiting connection...
Code: Select all
(script static switch_activate
(sleep_until (= (device_group_get device_group_2) True))
(physics_set_gravity 0.5)
))
Cool - so you can make a switch basicly start a script? I was curious on how to go about that.
What would we need to add to that to work, other than a real name for a device group? It looks like that code would be functional on its own...
Wait - how does that code start up? It's static - so do you need a different script to wake it?
EDIT: Can the script compiler support new globals? I mean if I define a new global at the start like how Script Decompiler shows, will it correctly add it?
What would we need to add to that to work, other than a real name for a device group? It looks like that code would be functional on its own...
Wait - how does that code start up? It's static - so do you need a different script to wake it?
EDIT: Can the script compiler support new globals? I mean if I define a new global at the start like how Script Decompiler shows, will it correctly add it?
u have to edit the script objects with the updated scnr plugin but every time i try to open a maps scnr in entity with it gives me all these broken indents and then closes Entity, but i no how to add script objects(not without the plugin) but yeah if u want to go about the unkown its offset is 76 and its size is 36, also this script will only work if u have the rest of it and if you put it into containment.
No the script compiler doesnt inject globals yet.
[Edit]
If u want to see if the script u actually injected was injected go to entity's meta veiwer and scroll down to scripts and your scripts name should be the first one
p8ntbal told me this but if your trying to use the print command to print text on the screen like in SP you have to change something in the default.xbe, not sure what.
No the script compiler doesnt inject globals yet.
[Edit]
If u want to see if the script u actually injected was injected go to entity's meta veiwer and scroll down to scripts and your scripts name should be the first one
p8ntbal told me this but if your trying to use the print command to print text on the screen like in SP you have to change something in the default.xbe, not sure what.
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What is the point of static scripts? Do you have to wake them?
I know the Startup start when the level starts, Dormat need to be wake(d) by another script, command_scripts are started by a special AI command, stubs are useless, but not sure about static.
And what else exactly do we need to get that one script that FFIIMan posted to work? It looks like that and a device group is all that's needed.
I know the Startup start when the level starts, Dormat need to be wake(d) by another script, command_scripts are started by a special AI command, stubs are useless, but not sure about static.
And what else exactly do we need to get that one script that FFIIMan posted to work? It looks like that and a device group is all that's needed.
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- Posts: 565
- Joined: Wed Nov 17, 2004 8:41 am
- Location: Vancouver, BC This is where people put their modding team because they feel important.
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Um... That won't compile... Because the compiler accepts boolean as true and false (Case Sensitive), and also a bracketing error... And globals are, to the best of my knowledge, supported.FFIIMan wrote:Code: Select all
(script static switch_activate (sleep_until (= (device_group_get device_group_2) True)) (physics_set_gravity 0.5) ))
Static scripts can be called like so:
Code: Select all
(script continuous Smash
(lowGrav)
(sleep 100)
(highGrav)
(sleep 100)
)
(script static negGrav
(physics_set_gravity -10.0)
)
(script static highGrav
(physics_set_gravity 10.0)
)
Awaiting connection...
Does the compiler support calling static scripts?
In Zanzibar I've been successfully injecting scripts, but when I try to do something like (end_segment) or reference any of the other static scripts in there, the compiler fails (it gives its weird version of an error - if you call a bunch of random symbols and error message).
In Zanzibar I've been successfully injecting scripts, but when I try to do something like (end_segment) or reference any of the other static scripts in there, the compiler fails (it gives its weird version of an error - if you call a bunch of random symbols and error message).