FalloutBoy wrote...
I hope there was a really good engine-related reason for doing this because NWN was not like this and having to hard code all the resource names makes for a painfully inflexible system. I hope it was not just so they could determine the dependent resources at compile time. That's only a marginally useful feature when you aren't changing creature blueprints frequently.
I couldn't agree more. As for the dependent resources, since you can do it with script calls which would of course hides the script dependency, it doesn't seem likely to me that was their reasoning...but I suppose it could be.
It isn't very difficult to make your own conversion function to do it, although it would be all hardcoded...
[dascript]
resource StringToResource( string sTemplate )
{ if( sTemplate != "" )
{ sTemplate = StringLowerCase( sTemplate );
if( sTemplate == "chicken.utc" ) return R "chicken.utc";
if( sTemplate == "hurlock.utc" ) return R "hurlock.utc";
// etc for every possible resource.
}
return R "";
}
[/dascript]
Modifié par Axe_Murderer, 11 décembre 2009 - 02:22 .