Aller au contenu

Photo

probably related to my other question: overriding core scripts


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
i haven't done this and i'm unsure if it's possible but if it was i'd get my combat problem solved. i'd need to make changes in player_core or rules_core but that's not possible so i'd need to override them but i'm not sure how.

#2
Craig Graff

Craig Graff
  • Members
  • 608 messages
Give this system a try: social.bioware.com/project/1907/.

#3
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
ok

#4
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
i sent this to anakin5 as well but i'm unsure how active he is so i'll put my setup here as well. i've not gotten it to work yet:





at/core/override/toolsetexport/

has the files: engineevents_at.GDA

eventmanager.ncs

eventmanager_at.GDA.

m2da_eventmanager.GDA



and i haven't put eventmanager_h anywhere.

anything that's missing as far as files go?


#5
Malcroix

Malcroix
  • Members
  • 360 messages
Wait, so you can't override the rules_core and other core scripts by changing them in the toolset and then exporting to override?

Because that's what I've been trying to do, and so far it didn't work.

Are you saying that the ONLY way to override core scripts is by using EventManager?

P.S. Actually, I want to change an include (sys_soundset_h), but judging from this thread that is impossible without compiling the scripts which reference it (since includes can't be compiled on their own). And this include is referenced by a bunch of core scripts (rules_core, player_core, creature_core).

#6
Lord Thing

Lord Thing
  • Members
  • 257 messages

gordonbrown82 wrote...

i sent this to anakin5 as well but i'm unsure how active he is so i'll put my setup here as well. i've not gotten it to work yet:


at/core/override/toolsetexport/
has the files: engineevents_at.GDA
eventmanager.ncs
eventmanager_at.GDA.
m2da_eventmanager.GDA

and i haven't put eventmanager_h anywhere. 
anything that's missing as far as files go?


You'll need a custom script to handle the events you're redirecting, but other than that, you should be right.

If it's still not working, you may want to try putting eventmanager_h.nss in the same folder as eventmanager.nss before exporting the eventmanager script.  From what I understand, header files are basically copy-pasted into the top of a script file during exporting, so it shouldn't make a difference, but who knows, it might...

Malcroix wrote...

Wait, so you can't override the rules_core and other core scripts by changing them in the toolset and then exporting to override?


You can, but it's considered poor form, hence Anakin5s event override workaround.


Malcroix wrote...

P.S. Actually, I want to change an include (sys_soundset_h), but judging from this thread that is impossible without compiling the scripts which reference it (since includes can't be compiled on their own). And this include is referenced by a bunch of core scripts (rules_core, player_core, creature_core).


Again, you shouldn't be changing the scripts that came with the toolset directly, what you should do is create your own custom header and a script that utilises it.  Unfortunately, depending on what you want to do, you may end up needing to basically re-write the original script (or in your case, multiple scripts).

Ideally though, you should only need to make custom scripts for the parts you wish to change and leave the original scripts to do the rest.

#7
Malcroix

Malcroix
  • Members
  • 360 messages
Thanks for the prompt reply!

Lord Thing wrote...

Malcroix wrote...

Wait, so you can't override the rules_core and other core scripts by changing them in the toolset and then exporting to override?


You can, but it's considered poor form, hence Anakin5s event override workaround.


I am not yet familiar with EventManager, and an inexperienced scripter, so for me a few simple changes in the core script would be preferable at this stage than using EventManager and having to write my own event scripts. Eventually I might come to this, but right now what I'm looking for is "proof of concept", i.e. will this change in script actually do what I want.

Lord Thing wrote...

Malcroix wrote...

P.S. Actually, I want to change an include (sys_soundset_h), but judging from this thread that is impossible without compiling the scripts which reference it (since includes can't be compiled on their own). And this include is referenced by a bunch of core scripts (rules_core, player_core, creature_core).


Again, you shouldn't be changing the scripts that came with the toolset directly, what you should do is create your own custom header and a script that utilises it.  Unfortunately, depending on what you want to do, you may end up needing to basically re-write the original script (or in your case, multiple scripts).


Okay, so I shouldn't do it, or I cannot do it? Because, again, it's much easier for me to change a few lines in an existing script than write an entirely new one and link it up through EventManager.

Any chance some of you experienced scripters might look at the script itself? It's here.

Modifié par Malcroix, 21 mars 2010 - 07:09 .


#8
Lord Thing

Lord Thing
  • Members
  • 257 messages
Whilst playing around in the code, you can simply change the core scripts, but this can be a headache in future. Having said that, I understand if you don't have the experience needed to work around it, and your way will still work.

I've also had a look at the script you had in your thread and made some comments on it which I hope you will find helpful.