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Can't rename script (diverged to scripting in general)


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#1
Tchos

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I create a new script, and it appears in the list as "Script1".  I try to rename it, and the new name stays in the list for about 3 seconds, and then turns back into "Script1".  This is before I even attach the script to anything, and happens whether the script is empty or has code in it.  I've searched for answers, and find no one having this problem.  Any ideas?

Modifié par Tchos, 06 novembre 2011 - 10:09 .


#2
kamal_

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Something like this can happen if there's already a script with that name.

#3
Tchos

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Well, I had already tried many different and unique names, starting with my own name prefixes, and increasing on to such strings as "sdghkdjghfkadg" as my frustration grew, with no better results.

Modifié par Tchos, 05 novembre 2011 - 09:36 .


#4
Tchos

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I've determined that this problem is caused by having the Flip plugin installed. After removing that plugin, renaming of scripts works normally.

#5
Morbane

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FLIP - unfortunately serves no purpose other than to create bugs in the toolset - to generate scripts i would just stick to Lilac Soul's generator.

#6
Tchos

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Hmm, I had bypassed the Lilac Soul one you mention because it said it was for NWN1. All of its generated code also works with NWN2, then?

#7
_Knightmare_

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Tchos wrote...

Hmm, I had bypassed the Lilac Soul one you mention because it said it was for NWN1. All of its generated code also works with NWN2, then?


Very, very rarely will it produce a script that will not work in NWN2, and that is only because it calls on an include script that is not in the stock toolset (but is in the official campaign somewhere). 99% of the time the scripts will work fine, both games use the same scripting language.

#8
Tchos

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Okay. Thanks for the recommendation, both of you. I'll try it out.

One other question comes to mind about it, though.  Since it was made for NWN1, what things were added by NWN2 that this script generator wouldn't know about, and that I would have to look elsewhere to accomplish?

Modifié par Tchos, 06 novembre 2011 - 06:10 .


#9
Morbane

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the Lexicon 1.69 (over 1.68) has everything in NWN2 and NWN1 - it is a great reference for what kind of things can be used in either toolset.

#10
Tchos

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If this is the lexicon you're talking about, I searched through it, and it doesn't say anything about NWN2. Is this the right one? What I want to know is what I should be able to do in NWN2, but which Lilac Soul's generator can't do because it isn't aware of NWN2's additions to the scripting (if there are any).

#11
kamal_

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the functions in nwn1 are also in nwn2, so it will explain them. nwn2 has extra functions.

#12
Clyordes

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Hi Tchos. I can't be sure, but I think that's the one, also available here http://www.nwnlexicon.com/

Happy building!

Cly.

#13
Tchos

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kamal_ wrote...
nwn2 has extra functions.

If only I could find out what they are...

I'll see what I can find on my own.  Thanks anyway.

#14
Lugaid of the Red Stripes

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Isn't there a compendium of useful scripts somewhere? Part of the reason NWN needed Lilac's is because each conversation needed several custom-made scripts, but NWN2, with script parameters, can do the same thing using generic scripts.

Once you get past the usual give-item-update-journal-turn-hostile stuff, you need to have a basic understanding of how scripts work anyway, and no script-generator is going to help you much.

#15
Dann-J

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The NWN2 Lexicon used to be here: http://nwn1.nwn2lexicon.com
Unfortunately it seems that whoever set up the domain name didn't renew it. The URL no longer works in the 'Wayback Machine' either.  Posted Image

#16
Tchos

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Based on those descriptions, I found a collection of scripts organised by type in wiki form here:
http://nwn2.wikia.co...cript_directory

Maybe the information from the lost NWN2 Lexicon is also in that wiki.

Modifié par Tchos, 06 novembre 2011 - 10:03 .


#17
kevL

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Morbane wrote...

Another way to search for functions is to incorporate "EC's SuperInclude" - it has every include in one script so you can search ALL of the functions in the game while it is open and in front in the script window.

- just chuck it in your MyDocs->Override and open it in the toolset's Script Editor, then use script assist to search for key-syllables ...

After lamenting the lack of an NwN2-specific Lexicon it's the only way to go,


( eventually i'm gonna suck my gut in and add the CSL includes - or better make a CSL version from scratch )

careful tho, it uses up a lot of toolset/RAM resources and can bring a modest system to crash ...... (like mine :\\



but it's worth it :)

#18
M. Rieder

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kevL wrote...

Morbane wrote...

Another way to search for functions is to incorporate "EC's SuperInclude" - it has every include in one script so you can search ALL of the functions in the game while it is open and in front in the script window.

- just chuck it in your MyDocs->Override and open it in the toolset's Script Editor, then use script assist to search for key-syllables ...

After lamenting the lack of an NwN2-specific Lexicon it's the only way to go,


( eventually i'm gonna suck my gut in and add the CSL includes - or better make a CSL version from scratch )

careful tho, it uses up a lot of toolset/RAM resources and can bring a modest system to crash ...... (like mine :



but it's worth it :)



Pain has a common scripting library.  You could probably add to it.  It is pretty extensive.