I add one line to utility_h.nss and I have to re-compile EVERY SCRIPT THAT USES IT. This doesn't make any sense. I just need to add ONE line to utility_h.nss .. I am trying my best to avoid touching core files, but I HAVE to add one line to utility_h.nss ..
Just because I add one line I have to re-compile every script that uses it? Then what? Can I delete them after?
Do header files ever compile or do they just sit in the override folder as an open text file? or do they actually get included in the parent app?
I need to add one line to utility_h.nss .. Is there anyway I Can do that without having to override 100+ core files, rendering my mod completely incompatible with other mods?
*PUNCHES WALL*
I'm seriously pissed off!!!
Débuté par
JackFuzz
, janv. 24 2010 06:53
#1
Posté 24 janvier 2010 - 06:53
#2
Posté 24 janvier 2010 - 07:05
As I tried to explain, whenever you see "#include somefile_h" it's pretty much the same thing as "go open somefile_h and copy-paste its contents into this file" - only the compiler (or preprocessor or whatever the toolset uses) does that for you so you can structure your files better. They're not like some "module" or something to be compiled separately. If you don't care about your changes going into every file that uses utility_h, then you shouldn't need to recompile every file dependent on it... as long as it doesn't cause any inconsistencies you care about.
Changing core files is pain and not just for this reason alone.
* Hands you your patching trowel *
Changing core files is pain and not just for this reason alone.
* Hands you your patching trowel *
Modifié par FollowTheGourd, 24 janvier 2010 - 07:20 .
#3
Posté 24 janvier 2010 - 07:43
Also, in the context of what I just saw listed in the "recent changes" on the wiki, do you *have* to change CS_LoadCutsceneWithReplacements or can you just create a new function in a new file that does the same thing but also with the changes you want. A quick search through the scripts, shows it's only called by some scripts in the Single Player campaign, so I don't see the problem if it's for your own module.
#4
Posté 24 janvier 2010 - 08:02
make a copy of the function you need changed into a new scriptfile something_edit_h, include the something_h and overwrite that function to do what you want
in your own script you use the new something_edit_h as if it was the original something_h
hopefully that works, normally it does not sure about dascript...
or you create a functionExt with your line and let the original handle the rest
in your own script you use the new something_edit_h as if it was the original something_h
hopefully that works, normally it does not sure about dascript...
or you create a functionExt with your line and let the original handle the rest
#5
Posté 24 janvier 2010 - 08:05
Also, before my Internet connection cut out for a while, I'd meant to say it's also used by "CS_LoadCutscene" but no big deal either.





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