Jump to content

Home

KSG compiling problems


Recommended Posts

Posted

I posted this in the comments thread on the latest update of KSG, but I got no response......

 

Apparently, nwnnnssscomp doesn't recognise eVFX as an argument, and claimed that EffectLinkEffects was a missing argument......

 

Help!

Posted

Sure!

// Generated by jmac7142's KotOR Script Generator 
// Passive FP 

#include "k_inc_force" 

void main() 
{ 
   object oSource = OBJECT_SELF; 
   object oParty; 

   int nParty; 

   effect eLink1 = EffectBlasterDeflectionIncrease(12);

   effect eLinked = EffectLinkEffects(eLink1, eVFX); 

   for (nParty = -1; nParty < 8; nParty++) 
   { 
       oParty = GetPartyMemberByIndex(nParty); 
       ApplyEffectToObject(1, eLinked, oParty, 10f);
   } 
}

 

// Script Generated by jmac7142's KotOR Script Generator 
// Offensive Force Power 

#include "k_inc_force" 

void main() 
{ 
   SWFP_DAMAGE_TYPE = DAMAGE_TYPE_COLD; 

   object oSource = OBJECT_SELF; 
   object oTarget = GetSpellTargetObject(); 

, 3);
   effect eVFX = EffectVisualEffect(
   effect eDamage = EffectDamage(GetCasterLevel(oSource)*Level Multiplier);

} 
/* 

The VFX labels I've used are from KotOR 1, so some of the K2 effects aren't listed 
But if you really miss them send me a message at either Holowan Labs, or the e-mail I included in this program 
If the demand for them is enough I'll include them in v2.2, along with 'EffectChoke()' and things like that 

*/

 

// Generated by jmac7142's KotOR Script Generator 
// Passive FP 

#include "k_inc_force" 

void main() 
{ 
   object oSource = OBJECT_SELF; 



   effect eVFX = EffectVisualEffect(2047);

   effect eLinked = EffectLinkEffects(eLink1, eVFX); 

   ApplyEffectToObject(1, eLinked, oParty, 10.01f);
   } 
}

 

/ Script Generated by jmac7142's KotOR Script Generator 
// Offensive Force Power 

#include "k_inc_force" 

void main() 
{ 
   SWFP_DaMAGE_TYPE = DAMAGE_TYPE_FIRE; 

   object oSource = OBJECT_SELF; 
   object oTarget = GetSpellTargetObject(); 

   effect eBeam = EffectBeam(2053, oSource, 0);
   effect eVFX = EffectVisualEffect(2024);
   effect eDamage = EffectDamage(GetCasterLevel(oSource)*Level Multiplier);

   ApplyEffectToObject(1, eBeam, oTarget, Duration (02.2)f);
   ApplyEffectToObject(1, eVFX, oTarget, Duration (5.2)f);

} 
/* 

The VFX labels I've used are from KotOR 1, so some of the K2 effects aren't listed 
But if you really miss them send me a message at either Holowan Labs, or the e-mail I included in this program 
If the demand for them is enough I'll include them in v2.2, along with 'EffectChoke()' and things like that 

*/

 

// Script Generated by jmac7142's KotOR Script Generator 
// Offensive Force Power 

#include "k_inc_force" 

void main() 
{ 
   SWFP_DAMAGE_TYPE = DAMAGE_TYPE_DARK_SIDE; 

   object oSource = OBJECT_SELF; 
   object oTarget = GetSpellTargetObject(); 

, 2);
   effect eVFX = EffectVisualEffect(
   effect eDamage = EffectDamage(GetCasterLevel(oSource)*Level Multiplier);

} 
/* 

The VFX labels I've used are from KotOR 1, so some of the K2 effects aren't listed 
But if you really miss them send me a message at either Holowan Labs, or the e-mail I included in this program 
If the demand for them is enough I'll include them in v2.2, along with 'EffectChoke()' and things like that 

*/

Posted

No.1 increases Blaster Bolt Deflection by 12

No.2 is a cold damage power, can't remember the precise amount.

No.3 is to decrease damage done to the player by 5

No.4 is a fire spell, I can't remember the damage done...

No. 5 is a Dark Side damage power, again, the amount of damage eludes me.

 

These are five separate spells...

Posted

1st script: The eVFX variable has never been declared, but you still try to link it to the blasterbolt deflection effect. You'll need to declare the eVFX variable and assign an effect to it first. Further, there are only 3 party slots, indexed from 0 to 2. Why are you looping from -1 to 8 to apply an effect to the party?

 

2nd script: You have code on a line of its own reading , 3);, which not a valid statement. Further, you haven't assigned any visualeffects.2da index to the EffectVisualEffect() effect constructor, and you are missing a closing paranthesis and semicolon following it. The Level variable is not declared, nor is the Multiplier variable, and you are missing an operator of some kind between them.

 

3rd script: The eLink1 variable is not declared, and you have not assigned any effect to it. The oParty variable is not declared, and you have assigned no value to it.

 

4th script: Same as before, the Level variable is not declared and has no value assigned, neither has the Multiplier variable, and you are missing some kind of operator between them. The Duration() function does not exist among the standard functions, and no custom function with that name has been declared. The f variable is undeclared and has no value assigned.

 

5th script: Same as the second script, you have a , 2); on its own line which is not a valid statement, no parameter to the effectvisualeffect constructor, missing ending paranthesis and semicolon. Level, Multiplier undeclared, missing operator in between them.

 

* * *

 

That's what's technically wrong with those scripts from the computer's perspective. :) Now the human perspective...

You have some garbage characters that looks like leftover copy&paste junk, you have a few undeclared variables, you have some unfinished function calls. Then I assume that Level Multiplier is supposed to be one variable, but the script will interpret them as two since a variable name may not contain any whitespace character. :)

 

For the duration thing in the 4th script, the f (signalling that it is a floating point value) is optional, but if you use it it should follow directly efter the number, not outside the paranthesis. The Duration() function does not exist, so either declare it, or use Sp_CalcDuration() which is in k_inc_force, or remove it alltogether and just use the numbers.

Posted
Originally posted by Darth InSidious

huh?

 

Sorry, I compiled these with KSG, and haven't got a clue about scripting...

 

Well, the scripts are, mildly put, rather broken. If those are automatically generated by some application something must have gone wrong with that program. I have not used KSG so I have no idea what might have gone wrong.

 

If you have no idea how to script and no desire to learn, you are probably better off to ask some organic script generator for help instead, if you can't get KSG to work. :)

Posted

Ehh, I'm a bit too lazy to do that...

 

That, and there are a few awesome scripters out there, such as yourself, and stoffe, and when I last tried to copy out a script I had got from here, off a piece of paper.....it wouldn't compile - and it was a really simply script!

 

Probably best if I leave well alone...

Posted

Hehehe... I actually posted those errors in the discussion thread, I just haven't gotten a chance to fix them yet... sorry... :rolleyes: I will have them fixed very soon though, maybe tonight.

 

***edit***

I have been putting that time into other KotOR-related things that look as though they may soon benefit any modellers out there :)

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...