Aller au contenu

Photo

NSS, NCS, edit... I don't really get it! Any help?


  • Veuillez vous connecter pour répondre
37 réponses à ce sujet

#26
Eshme

Eshme
  • Members
  • 756 messages
Do you mean to me? How do you know this is a example, if it doesnt work?

#27
stzehn

stzehn
  • Members
  • 26 messages

Look for ability_summon_h - References
- Compile talent_pet.nss
- Compile spell_modal.nss

Export 2da_constants_h without dep.
Export ability_summons_h without dep.


I think there could be your error, you must export talent_pet.ncs and spell_modal.ncs as well, as you have compiled them and they are actualy the only scripts that iclude your code. I actualy don't have much time till weekeand to look further into your B2B file to see if there is anything else.

By the way there are several projects with your problem already solved :innocent:

http://social.biowar...m/project/1320/
social.bioware.com/project/818/
social.bioware.com/project/1317/

#28
DeepImpact

DeepImpact
  • Members
  • 520 messages
first of all. thx a lot for your help!!!

Does that mean, that I have to export every file that include the "2da_constants" as well? That might be some hundreds!

btw. both (talent & spell_modal) are unchanged.

and btw2-. Shapeshifting is using completly other files, isnt it?

I think my problem is that no ncs-files are created, expect talent.nsc and spell_modal.nsc. Important should be the changed ones. right?

Modifié par DeepImpact, 15 décembre 2009 - 09:17 .


#29
stzehn

stzehn
  • Members
  • 26 messages

DeepImpact wrote...
Does that mean, that I have to export every file that include the "2da_constants" as well? That might be some hundreds!


Only those in which you want your changed code (your constants) to apear in.

DeepImpact wrote...
btw. both (talent & spell_modal) are unchanged.


No they include your changed include file.

DeepImpact wrote...
and btw2-. Shapeshifting is using completly other files, isnt it?


Yes but the problem is similar.

DeepImpact wrote...
I think my problem is that no ncs-files are created, expect talent.nsc and spell_modal.nsc. Important should be the changed ones. right?


hmm didn't you have an nss file yourself wich includes your changed include files as well ?

Modifié par stzehn, 15 décembre 2009 - 09:32 .


#30
DeepImpact

DeepImpact
  • Members
  • 520 messages
Sure. My mainscript "ranger_revised_handler.nss"! It is compiled automaticlly and functions well.

#31
stzehn

stzehn
  • Members
  • 26 messages

DeepImpact wrote...

Sure. My mainscript "ranger_revised_handler.nss"! It is compiled automaticlly and functions well.


By now you have 3 compiled scripts wich use your code :D plus your 2da files. Put all three in your package and test it,.

Modifié par stzehn, 16 décembre 2009 - 04:27 .


#32
DeepImpact

DeepImpact
  • Members
  • 520 messages
Done, maybe 50 times.

The new skills will apear (GDA-Files), but take no effekt.

I tried a kind of Debug:

case EVENT_TYPE_SUMMON_DIED:
{
if (ABILITY_TALENT_SUMMON_RAT==450001)
{
DisplayFloatyMessage(OBJECT_SELF, "EVENT FIRED", FLOATY_MESSAGE, 16722215, 10.0f);
}
break;
DisplayFloatyMessage(OBJECT_SELF, "Summon dies", FLOATY_MESSAGE, 16722215, 10.0f);
}


Modifié par DeepImpact, 16 décembre 2009 - 02:15 .


#33
stzehn

stzehn
  • Members
  • 26 messages
Did you include all 3 script files ?  Where is your script fired from ? 
And I think you are missing at least one or more scripts that should also have been compiled. There must be a script that includes your constants_h. You did not compile any of those.

and so this part of your code is not used in game:

const int ABILITY_TALENT_SUMMON_RAT = 450001;

const int ABILITY_TALENT_SUMMON_MABARI = 450002;

const int ABILITY_TALENT_SUMMON_DRAGONLING = 450003;


Result is your code does not work unless you compile the right script that uses 2da_constants_h as well.

Modifié par stzehn, 16 décembre 2009 - 04:50 .


#34
DeepImpact

DeepImpact
  • Members
  • 520 messages
I think I have to do some heavy research before going on. I wonder that no tutorial mentions this.

#35
stzehn

stzehn
  • Members
  • 26 messages

DeepImpact wrote...

I think I have to do some heavy research before going on. I wonder that no tutorial mentions this.


I would recomend any c++/c#/c Tut as most of this (handling of include files) is default behavior. And the scripting laguage in the toolset is c/cc++ .

#36
DeepImpact

DeepImpact
  • Members
  • 520 messages
I know, I learned programming in C/C++ for about 10 years.

But compiling the included file is mostly done automaticly.



My problem is the handling of the toolset, not the scripting :)

#37
Eshme

Eshme
  • Members
  • 756 messages
Hm i dont wanna learn how to build a house, if i wanted to add a picture to the wall.

#38
DeepImpact

DeepImpact
  • Members
  • 520 messages
I edited my script completly new (from the scratch), without any usage of header-files. And now it works perfektly!

The solution was a complete rebuild of the talent instead of trying to modify existing header-files.

     [color="#ff0000"][b]special thx to [/b][/color]                          
- stzehn                            
- Reynen Starfyre                        
- ladydesire                          
- Kyrien     

Modifié par DeepImpact, 17 décembre 2009 - 07:36 .