Darth InSidious Posted July 25, 2005 Share Posted July 25, 2005 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! Link to comment Share on other sites More sharing options...
Darth333 Posted July 25, 2005 Share Posted July 25, 2005 err...can you post you r script? It all depends on how you defined eVFX Link to comment Share on other sites More sharing options...
Darth InSidious Posted July 25, 2005 Author Share Posted July 25, 2005 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 */ Link to comment Share on other sites More sharing options...
Darth333 Posted July 25, 2005 Share Posted July 25, 2005 I see. what are yout trying to do exactly, 1 or 5 force powers? can you describe the forcepowers you are trying to do? Link to comment Share on other sites More sharing options...
Darth InSidious Posted July 25, 2005 Author Share Posted July 25, 2005 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... Link to comment Share on other sites More sharing options...
stoffe Posted July 25, 2005 Share Posted July 25, 2005 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. Link to comment Share on other sites More sharing options...
Darth InSidious Posted July 25, 2005 Author Share Posted July 25, 2005 huh? Sorry, I compiled these with KSG, and haven't got a clue about scripting... Link to comment Share on other sites More sharing options...
stoffe Posted July 25, 2005 Share Posted July 25, 2005 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. Link to comment Share on other sites More sharing options...
Darth InSidious Posted July 25, 2005 Author Share Posted July 25, 2005 Thanks! It's not that I have no desire to learn, it's just that I tried programming and failed miserably..... Link to comment Share on other sites More sharing options...
Darth333 Posted July 25, 2005 Share Posted July 25, 2005 start by simple things, like placing items in the game, spawning npcs. When you are comfortable with this move on further but do it step by step Link to comment Share on other sites More sharing options...
Darth InSidious Posted July 25, 2005 Author Share Posted July 25, 2005 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... Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted July 26, 2005 Share Posted July 26, 2005 Hehehe... I actually posted those errors in the discussion thread, I just haven't gotten a chance to fix them yet... sorry... 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 Link to comment Share on other sites More sharing options...
Darth InSidious Posted July 26, 2005 Author Share Posted July 26, 2005 Thanks! And theres no need to say sorry, it's all cool, I know how it is with projects AND real life... Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted August 2, 2005 Share Posted August 2, 2005 I fixed those errors, but the text efitor isn't finished still.. download the .zip here. Link to comment Share on other sites More sharing options...
Darth InSidious Posted August 2, 2005 Author Share Posted August 2, 2005 That's awesome, thanks! Link to comment Share on other sites More sharing options...
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