tk102 Posted June 19, 2004 Share Posted June 19, 2004 Well from your screenshot, the spawndarth.nss is compiling fine. You should be compiling npc_shazam not shazam. npc_shazam is the 2nd script I posted in this thread. It compiles for me. Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted June 19, 2004 Author Share Posted June 19, 2004 I changed the "npc_shazam" to "shazam". That is the problem? Link to comment Share on other sites More sharing options...
tk102 Posted June 19, 2004 Share Posted June 19, 2004 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. Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted June 19, 2004 Author Share Posted June 19, 2004 so i need to delete all the comments? Link to comment Share on other sites More sharing options...
Darth333 Posted June 19, 2004 Share Posted June 19, 2004 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? Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted June 19, 2004 Author Share Posted June 19, 2004 I past the adove script into shazam.nss . The First script compile fine, it's the last one that not compiles. Link to comment Share on other sites More sharing options...
tk102 Posted June 19, 2004 Share Posted June 19, 2004 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 Link to comment Share on other sites More sharing options...
tk102 Posted June 19, 2004 Share Posted June 19, 2004 Also -- if you're renaming it to shazam.nss, make sure the spawndarth script refers to shazam and not npc_shazam as I have it posted. (The ExecuteScript function.) Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted June 19, 2004 Author Share Posted June 19, 2004 I don't get it. You say "tag goes here" but it's in the first script. I use the second. I made a big mistake but i don't know what it is... Link to comment Share on other sites More sharing options...
tk102 Posted June 19, 2004 Share Posted June 19, 2004 :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'). Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted June 20, 2004 Author Share Posted June 20, 2004 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. Link to comment Share on other sites More sharing options...
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