ZuZo Posted November 24, 2005 Share Posted November 24, 2005 Hey. I'v having problem with a script i'm making. When I'm pressin compile It comes: error:syntax error : expected string; found IDENTIFER Line: affect < $rotadoor1$, ¤FLUSH$ > Does some one know what to do?? plz help ZuZo Link to comment Share on other sites More sharing options...
melord Posted November 25, 2005 Share Posted November 25, 2005 Well I really couldn't tell you why though I fear you may not get a response soon. You can ask your question here: http://forums.filefront.com/forumdisplay.php?f=122 as well. Hope you get the info you are seeking. Link to comment Share on other sites More sharing options...
StaffSaberist Posted November 27, 2005 Share Posted November 27, 2005 You will have an answer soon... please post the entire script. I may be able to help out. Link to comment Share on other sites More sharing options...
ZuZo Posted November 30, 2005 Author Share Posted November 30, 2005 I didnt see the post befor now. . . but shpuld i upload the script file?? I'v made it with behaveED Link to comment Share on other sites More sharing options...
StaffSaberist Posted November 30, 2005 Share Posted November 30, 2005 Well, no. Here's what you can do: 1) Highlight all of your lines in BehavEd. 2) Click 'Copy'. 3) Make another post, and make [ code ] [ /code ] tags without the spaces. 4) Press Control and V. All the code will be there. Submit the post. It may be a good idea to preview before you post, to make sure the [ code ] tags are working. It should look like this: Your code from BehavEd would go here. Link to comment Share on other sites More sharing options...
ZuZo Posted December 1, 2005 Author Share Posted December 1, 2005 ok here it is //(BHVD) rem ( "opens swings doors" ); affect ( $rotadoor1$, $FLUSH$ ) { task ( "drota1" ) { rotate ( < 0.000 90.000 0.000 >, 2500.000 ); } do ( "drota1" ); } affect ( $rotadoor1$, $FLUSH$ ) { do ( "drota1" ); task ( "drota1" ) { rotate ( $0 -90 0.000000$, 2500.000 ); } } wait ( 7000.000 ); affect ( $rotadoor2$, $FLUSH$ ) { task ( "drota2" ) { rotate ( < 0.000 90.000 0.000 >, 2500.000 ); } do ( "drota2" ); } affect ( $rotadoor1$, $FLUSH$ ) { task ( "drota2" ) { rotate ( $0 -90 0.000000$, 2500.000 ); } do ( "drota2" ); } its a script for rotating doors Link to comment Share on other sites More sharing options...
StaffSaberist Posted December 1, 2005 Share Posted December 1, 2005 Ah! I see a problem right away. I'm not sure how you did the affect, but the affect should look like this: affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) I think what causes kooky problems like that is that you may have the paths set to the wrong place. OK, my paths are like this: I have JO installed to the default location. Also, I have BehavEd set to be installed in a Tools folder in GameData. Your mileage may vary. OK, technically, it's JA I have BehavEd set up for, but it works for JO, and I do own both. Let me modify the paths: 1. Location of scripts: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Base\scripts 2. Location of IBIZE.EXE: C:\Program Files\LucasArts\Star Wars JK II \Jedi Outcast\GameData\Tools\IBIze.exe 3. Command description file: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools\behaved.bhc 4. Source Files path (IMPORTANT!!!) C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools\SourceForBehavEd This assumes that BehavEd is in GameData\Tools\BehavEd.EXE. If not, let me know. Anyway, after setting the preferences, do you get a whole crud-load of errors at the bottom? If so, the paths are not correctly set. If you set the prefs the way I do and you get any errors t the bottom, let me know where you have BehavEd installed. Good luck; scripting's a real pain in the wazoo sometimes. Link to comment Share on other sites More sharing options...
ZuZo Posted December 1, 2005 Author Share Posted December 1, 2005 i'm just getting $ in front of my "rotatoor1" i dont know how to get it work :S could you do it for me?? *-) plz And where should i put this: *@AFFECT_TYPE* ?? I'm nwe in scripting ZuZo Link to comment Share on other sites More sharing options...
StaffSaberist Posted December 1, 2005 Share Posted December 1, 2005 What? Setting the prefs didn't work? Where do you have BehavEd installed to? Please tell me the full path. I'll see if I can help after that. And the affect type should be on the same line. It's all part of the Affect. Notice it was affect type, then flush. Link to comment Share on other sites More sharing options...
ZuZo Posted December 2, 2005 Author Share Posted December 2, 2005 ok, here is the path: C:\Program Files\LucasArts\GameData\Radiant-1.4\behavEd I put it to Radiant folder, becous the tutorail said i should to that, i downloaded the program without the rest of the tools Link to comment Share on other sites More sharing options...
StaffSaberist Posted December 5, 2005 Share Posted December 5, 2005 Sorry I've been gone so long. I was... busy. OK. Here's what you should do: In BehavEd, go to Prefs. Set your paths as follows: 1. Location of scripts: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Base\scripts 2. Location of IBIZE.EXE: C:\Program Files\LucasArts\Star Wars JK II \Jedi Outcast\GameData\Tools\IBIze.exe 3. Command description file: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Radiant-1.4\behaved.bhc 4. Source Files path (IMPORTANT!!!) C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Radiant-1.4\SourceForBehavEd Let me know if that makes it work. Keep in mind that you will need to redo the Set and other commands. Good luck. Link to comment Share on other sites More sharing options...
ZuZo Posted December 5, 2005 Author Share Posted December 5, 2005 I'v set it like you said. but it still dont working :S I cant change the name on the affect. . . :S Link to comment Share on other sites More sharing options...
StaffSaberist Posted December 5, 2005 Share Posted December 5, 2005 What if you create a new Affect? Link to comment Share on other sites More sharing options...
ZuZo Posted December 5, 2005 Author Share Posted December 5, 2005 Should it be like this //(BHVD) affect ( "rotadoor", /*@AFFECT_TYPE*/ FLUSH ) { } Link to comment Share on other sites More sharing options...
ZuZo Posted December 5, 2005 Author Share Posted December 5, 2005 yeeehoo!!!! I got it work!!! Thnx Staff!!! //(BHVD) rem ( "opens swings doors" ); affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { do ( "drota1" ); task ( "drota1" ) { rotate ( < 0.000 90.000 0.000 >, 2500.000 ); } } affect ( "rotadoor2", /*@AFFECT_TYPE*/ FLUSH ) { do ( "drota2" ); task ( "drota2" ) { rotate ( < 0.000 90.000 0.000 >, 2500.000 ); } } wait ( 7000.000 ); affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { do ( "drota1" ); task ( "drota1" ) { rotate ( < 0.000 90.000 0.000 >, 2500.000 ); } } affect ( "rotadoor2", /*@AFFECT_TYPE*/ FLUSH ) { do ( "drota2" ); task ( "drota2" ) { rotate ( < 0.000 90.000 0.000 >, 2500.000 ); } } Link to comment Share on other sites More sharing options...
StaffSaberist Posted December 5, 2005 Share Posted December 5, 2005 Hey, you're welcome. Link to comment Share on other sites More sharing options...
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