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[ANSWERED] Error! Unable to locate editor for object


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#1
mesmerizedish

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Hai guise.

Every time I try and open an outside script (i.e. one I haven't created myself within my module), I get an error stating that the toolset is "Unable to locate editor for object."

Any idea what's going on? I am trying to open the .nss scripts, not the .ncs ones.

Modifié par ishmaeltheforsaken, 19 août 2011 - 11:36 .


#2
Sunjammer

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Script are design resources and therefore stored in and read from the Toolset's database. However the .nss file is plain text so you can open it in your favourite text editor and/or simply cut 'n' paste it into the the script editor.

#3
mesmerizedish

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So there's no way to import a resource to the database? I have to create everything from scratch? *pouts*

Lame :P

#4
Sunjammer

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Design resources can be imported into the database using a Builder-to-Builder package.

In theory you could top and tail each .nss file with the appropriate XML; rename it/them to use the correct convention; zip it/them up in with a .dadbdata extension; and import your hand-made B2B package into your module. However I doubt it is worth the hassle unless you have a bucket load of scripts to import and no way to get a B2B version.

#5
mesmerizedish

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So I see.

As I said, lame!

New questions (and thread title update to match):

So, GetMainControlled only seems to be whichever character is selected in regular game mode. Which is to say, it doesn't account for selecting a new character while in a menu.

So, if Hawke is my currently controlled character, I open the inventory, switch to Isabela, and use my item (which activates my ability, which runs my script that uses GetMainControlled as its target), it acts as though Hawke had used the item, not Isabela.

Is there a way around this?




Second question - Is there a way to make a useable item re-usable? That is... an on-use item that is not consumable? What's happening currently is that if I use the item, it remains in the inventory, but it can't be used again. Any new instances of the item I acquire while it's still in my inventory are also unusable.

With items I want to be consumable, we (read: hoorayforicecream) added a line to remove the item into the ability script. With this new item that I'd like to be re-usable, I'm doing the same, with an added line to add a new copy of it after removing the old one. The is works well enough, but is hacky, and causes a "new item" alert every time the item is used.

Tangential question: is there any way to get an item to activate while still in the inventory, as opposed to forcing the player to exit the menu and unpause for the ability to run?

Modifié par ishmaeltheforsaken, 19 août 2011 - 11:37 .


#6
hoorayforicecream

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We can turn off that 'item obtained' message, btw. I left it on to remind the player that they got an item back.

#7
Sunjammer

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Reusing the same thread to ask a different question and changing it's title means that no one else who might have the same question as you did (originally) will be able to find the answers you were given. Please restore the original title and question and ask you new question in a new thread.

#8
mesmerizedish

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Oh. Really? I thought creating a new thread so soon would be worse.

I'll amend this thread and open a new one when I'm home and don't have to post from my iPod.

#9
Sunjammer

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Thanks ... I'll go find some answers