Entity Script Compiler
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http://files.halomods.com/viewtopic.php?t=55155CherryVibez* wrote:Is there such documentation on this compiler I need to know? I've tried this in Entity and nothing but strange characters pop up. I would greatly appreciate a documentation or a tutorial if there was one avaliable.
~ CherryVibez*
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I know this is probably of no help to most, but I feel it may help those select few out there that don't understand this at all. It includes a sample of a working script, and samples of both scipts that don't work, and inject but you see no change.
Edit: Also I am just wondering what the print function does?
Edit: Also I am just wondering what the print function does?
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- scripts.rar
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It doesn't do anything unless the debug mode in the xbe is on.slayer410 wrote:I know this is probably of no help to most, but I feel it may help those select few out there that don't understand this at all. It includes a sample of a working script, and samples of both scipts that don't work, and inject but you see no change.
Edit: Also I am just wondering what the print function does?
And about a few of those scripts - the improve framerate one obviously won't work because that's just for deleting unused stuff in a cutscene. Unless you place objects with those names, nothing will disappear.
About the flash_light control script, make sure it is "true" and NOT "True" - case sensitive.
Oh I know on the framerate one lol, but about the true... I got the script from SP and edited it, but the game had it on True. I never changed it. I will change it and see if it makes a difference though.
Edit: It injected properly but it changed nothing in game. Also on startup do you have to use startup void? I was told you have to but I got it to work without.
Edit: It injected properly but it changed nothing in game. Also on startup do you have to use startup void? I was told you have to but I got it to work without.
Last edited by slayer410 on Tue Aug 15, 2006 3:16 pm, edited 1 time in total.
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No, because the way debug functions are usually compiled into a game is like so.
It's then a simple manner of defining DebugBuild to include the debug code.
(I know the GNU GCC Compiler has a command line option for it, -dDebugBuild or something...)
Code: Select all
void Print(Text){//Using print as an example
#ifdef DebugBuild
//Add Debugging code
#endif
}
(I know the GNU GCC Compiler has a command line option for it, -dDebugBuild or something...)
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