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Darth_ToMeR

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You should be fine, as long as you're sure that the only 'shazam.nss' that is in the directory that you're compiling, is the one that contains the code from my 2nd script. It looks like the errors you were getting came from a much longer script (101 lines at least in that script) than what I posted.

 

They also appear to be associated with text that should be commented. The astrisk is a give away on that...

 

Comments in scripts begin with either a double slash for a single line comment or a /* */ set of characters for multiple line comments.

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Originally posted by Darth_ToMeR

I changed the "npc_shazam" to "shazam". That is the problem?

 

The above script posted by tk102 compiles fine. It's your other script called shazam.nss that doesn't compile. Could you post the contents of shazam.nss?

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1. Create a new folder.

2. Create a new text file in that folder.

3. Paste the npc_shazam code into the text file and enter the tag name of your npc where it says npc_tag_goes_here.

4. Rename the text file to shazam.nss.

5. Copy nwnnsscomp.exe into the folder.

6. Open a command prompt in that folder.

7. Type nwnnsscomp -v1.00 *.nss

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:rolleyes: :rolleyes: :rolleyes:

 

Post #6 = 1st script (shazam.nss)

Post #16 = 2nd script (npc_shazam.nss)

Post #20 = 3rd script (spawndarth.nss)

 

The 2nd script needs to refer to your .utc's tag. The 3rd script needs to refer to the 2nd script (now called 'shazam').

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I think i did it, but i didn't use the third script in the spawn script.

Here is what i did. I took the second script, and in the utc of my recruit, i typed in the "script spawn" or something, the name of the script. I didn't use the third script at all. It can make trouble to the game? in my little testing it was good.

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