Opening multiple scripts
#1
Posté 19 novembre 2013 - 01:36
I want to find a method that does not involve opening that little bloody window and scrolling through all the scripts in the toolset.
Any ideas or solutions?
#2
Posté 19 novembre 2013 - 02:42
#3
Posté 19 novembre 2013 - 04:45
#4
Posté 19 novembre 2013 - 07:41
kevL wrote...
this doesn't directly solve, but you could set up an editor that invokes Skywing's Advanced Script Compiler (stand-alone app)
kevL
would Skywings ASC work the same way as nssclc in PNP2?
#5
Posté 19 novembre 2013 - 08:28
compare the hoops ya gotta run through to install it, against Sky's 400kb self-contained standalone app.
Your editor's command call would have to be different; here's what i use:
-aglo -i . -v1.69 %f
( don't know what PNP2 is..)
Modifié par kevL, 19 novembre 2013 - 08:29 .
#6
Posté 19 novembre 2013 - 11:37
it can be used as an external compiler with nssclc
i was wondering if the ASC could be implemented in the same way - i dont really want to do command line -
if you are familiar at least basically how nssclc was installed - with dlls from nwn2 etc
then i imagine ASC may be able to be used with PNP2 as a gui -
i was hoping kevL you would have some insight on how to do the same thing with the ASC
from what i think i understand the ASC does not require those dlls -
nssclc wasnt intended to improve on the toolset compiler - in fact it was exactly the same thing but able to run externally in various editors - it saves heaps of time by not needing to have the toolset running and the game loads faster for testing.
i know ASC can do things like bulk compiles - but all i really need and would hope to use is the external capability and perhaps improved compiles with something like the command call you suggested for a standardised everyday usage.
if all i need to do is point PN2 to the ASC exe and punch in the command calls - i could do that easily -
but if there is more to it than that - could you enlighten me please?
i would experiment but if i mess it up - - - i prefer to have a clear direction
tbh my scripts arent exactly huge or ground breaking - so would i really benefit from the ASC that much?
thanks
#7
Posté 19 novembre 2013 - 11:42
so to have that externally without needing to relearn command line usage - ya - would b cool
#8
Posté 19 novembre 2013 - 01:16
by 'command line' I mean the ASC *can be* executed from a dos-like command window; but when invoking it from an editor it's just an app that sits on your hardrive somewhere and in the editor you'd fill out things like:
path to executable
dir to start in
parameters to pass to executable
save file before executing the ASC
capture console output (success/error messages appear in an editor window)
scroll to last line (of console window)
then each editor has its own set of parameters that can be used in addition to the parameters of the ASC
(%f in my example above represents the file I want to compile) So i have
Execute
F:\\asc.exe
Start in
%p (dir of .nss)
Parameters
-aglo -i . -v1.69 %f
Hint (that appears in the editor's menu)
Advanced Script Compiler or ASC
Note that the ASC i'm referring to here is *not* the .Dll that goes in the toolset heirarchy. It needs no .dll's, .tlk's (for error messages, it has its own as you've seen in the toolset). The standalone ASC can bulk compile or single comple. It's much simpler to rig than nssclc and there's no going back...
Morbane wrote...
if all i need to do is point PN2 to the ASC exe and punch in the command calls - i could do that easily -
#9
Posté 19 novembre 2013 - 01:23
that's where you'll find my switches and gain insight
[edit] if i do a batch i use a batchfile that looks like this:
for /r "C:\\Documents and Settings\\<user>\\My Documents\\Neverwinter Nights 2\\override" %%1 in (.) do asc.exe -aglo -i . -v1.69 -y "%%1\\*.nss" pause
not ideal because my #includes are rather spread out in different dir's, but it chugs through
[edit2] err, that's for my entire override, this is for less than that (a directory + subdirs):
for /r . %%1 in (.) do f:\\asc -aglo -i . -v1.69 -y "%%1\\*.nss" pause
good luck, friend
Modifié par kevL, 19 novembre 2013 - 01:48 .
#10
Posté 19 novembre 2013 - 04:45
#11
Posté 19 novembre 2013 - 06:48
What I am trying to do is create a method in which I can have a module or some other method open the scripts I most commonly open to edit.
I have not worked with actually crafting a module yet because all I am doing is dealing with scripts right now and so the method I have been using is open conversation/script which can not be scaled when open and shows everything
#12
Posté 19 novembre 2013 - 09:45
I don't think I ever have more than 8 files open at one time. And I'm going to open an area, I try and really limit other things I have open.
Seems like if I keep the number of tabs down in the 4-to-6 range, my toolkit never crashes.
#13
Posté 19 novembre 2013 - 09:55
Once you've edited and saved a script, the saved script will show up in a pane on the left, the scripts tab. Only the scripts you've edited for that particular module show up there, so it's real easy just to double-click and open the one you want.
#14
Posté 19 novembre 2013 - 11:23
Lugaid of the Red Stripes wrote...
Just start a new module, you can always export the scripts later to your actual work.
Once you've edited and saved a script, the saved script will show up in a pane on the left, the scripts tab. Only the scripts you've edited for that particular module show up there, so it's real easy just to double-click and open the one you want.
This is a reallly good point.
When I started writing the custom Ai for my campaign I started with a separate module, since it was all just script work. I had one test area to try things out. When I got it working, I'd just copy the scripts over to my campaign folder and start using them.
#15
Posté 19 novembre 2013 - 11:53
For naming conversions, I also found a system of my own.
For example
Door tags start with dr
Creature tags with c_
etc.
After that, comes a prefic of the module
dr_el_*
And then the rest.
When I first started, I thought "Nah, how many scripts I will need anyway". Wrong
#16
Posté 20 novembre 2013 - 02:11
got it working in programmers notepad 2
and just for kicks i now have external compiling with both ASC and nssclc with PN2
thanks for your help kevL :happy:
edit: unfortunately ASC.exe does not have active auto complete and parameter hints when used this way -
- so in essence "fancy colors" adds that capability - just for information's sake
Modifié par Morbane, 20 novembre 2013 - 02:18 .
#17
Posté 20 novembre 2013 - 02:12
#18
Posté 20 novembre 2013 - 04:29
So with the notepad are you able to simply open the script and then use a gui command while it is open for it to compile the script?
I would definitely much rather have that as a solution than opening the toolset every time I want to edit something and compile it.
Do you still have to run the compile from the dos line when using pnp2?
#19
Posté 20 novembre 2013 - 06:40
yeh that's the ideasapientCrow wrote...
cool cool...
So with the notepad are you able to simply open the script and then use a gui command while it is open for it to compile the script?
will let Morbane tell us about it. ..I may be getting YATE (yet another text editor) <-I would definitely much rather have that as a solution than opening the toolset every time I want to edit something and compile it.
Do you still have to run the compile from the dos line when using pnp2?
Modifié par kevL, 20 novembre 2013 - 06:42 .
#20
Posté 20 novembre 2013 - 08:30
for a simple yet effective directions - get nssclc from the vault
but instead of installing nssclc - install Advanced Script Compiler.exe - from the vault
you can have both by the way - just assign a different "F" key for each one
then get fancy colors from the vault and install it
viola! external compiling!
if you want to keep it simple - in the nssclc directions there is a part that requires you to copy several dlls etc from the NWN2 install directory - skip that part and go down to the part where it specifies the install notes for PN2 - follow those and just use the ASC.exe instaed of the nssclc.exe - that simple...
:innocent:
no - its not dos - it is in a GUI environment - basically - fancy colors provides parameter hints and autocomplete for functions - like the ASC dll that works in the toolset as an override to the stock compiler.
Modifié par Morbane, 20 novembre 2013 - 08:41 .
#21
Posté 20 novembre 2013 - 08:31
ok i took a peek - not sure i would like that one - still looking though...
Modifié par Morbane, 20 novembre 2013 - 08:46 .
#22
Posté 20 novembre 2013 - 09:18
#23
Posté 20 novembre 2013 - 09:24
YATE (yet another text editor) == PnP2
- notepad
- notepad++
- tednpad
- crimson editor
- context
- editpad
- notetab
( not all currently installed ) take a pick
#24
Posté 20 novembre 2013 - 09:29
#25
Posté 20 novembre 2013 - 09:30
notepad++
crimson editor
im of the mind that programmers notepad 2 is better by far when considering once installed with ASC or the like - further customisation is just easier and looks better when running





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