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Weidu .baf compiling problem


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#1 BalanceRD

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Posted 18 August 2008 - 03:55 PM

When installing my mod, which is a talking item I am getting the this error:
ERROR: No translation provided for @3

[ITEM[\BAF\BALDUR.baf] ERROR at line 13 column 48-49
Near Text: @3
Not_found
ERROR: parsing [ITEM\BAF\BALDUR.baf]: Not_found

Here is the code in the .tp2
LANGUAGE ~English~
		 ~English~
		 ~ITEM/English/Setup-ITEM.tra~

EXTEND_TOP ~BALDUR.bcs~ ~ITEM\BAF\BALDUR.baf~
Here is the Setup-ITEM.tra which in in the English folder
@1	= ~CENSORED~
@2	= ~CENSORED~
@3	= ~CENSORED~
Here is a my Baldur.baf file
IF
		Delay(10)
	CombatCounter(0)
	OR(6)
	HasItemEquipedReal("TSON#P",Player1)
	HasItemEquipedReal("TSON#P",Player2)
	HasItemEquipedReal("TSON#P",Player3)
	HasItemEquipedReal("TSON#P",Player4)
	HasItemEquipedReal("TSON#P",Player5)
	HasItemEquipedReal("TSON#P",Player6)
THEN
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@3)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@4)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@5)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@6)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@7)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@8)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@9)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@10)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@11)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@12)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@13)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@14)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@15)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@16)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@17)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@18)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@19)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@20)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@21)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@22)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@23)
	RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@24)
		RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@25)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@26)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@27)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@28)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@29)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@30)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@31)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@32)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@33)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@34)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@35)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@36)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@37)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@38)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@39)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@40)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@41)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@42)

END

IF
	Delay(20)
	!CombatCounter(0)
	OR(6)
	HasItemEquipedReal("TSON#P",Player1)
	HasItemEquipedReal("TSON#P",Player2)
	HasItemEquipedReal("TSON#P",Player3)
	HasItemEquipedReal("TSON#P",Player4)
	HasItemEquipedReal("TSON#P",Player5)
	HasItemEquipedReal("TSON#P",Player6)
THEN
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@43)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@44)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@45)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@46)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@47)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@48)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@49)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@50)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@51)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@52)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@53)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@54)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@55)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@56)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@57)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@58)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@59)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@60)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@61)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@62)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@63)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@64)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@65)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@66)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@67)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@68)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@69)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@70)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@71)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@72)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@73)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@74)
	RESPONSE #10
		DisplayStringHeadOwner("TSON#P",@75)
	RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@76)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@77)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@78)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@79)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@80)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@81)
		RESPONSE #10
				DisplayStringHeadOwner("TSON#P",@82)

END

Any suggestions?

Edited by BalanceRD, 18 August 2008 - 04:22 PM.

Previous Forum Name: Pex657

#2 Taimon

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Posted 19 August 2008 - 12:47 AM

Does WeiDU list your translation file in the log ([file] has x translation strings)?

#3 BalanceRD

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Posted 19 August 2008 - 06:44 AM

It says it only has 2 :(

Do I need a separate BALDUR.tra for my BALDUR.baf file?
Previous Forum Name: Pex657

#4 Bearwere

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Posted 19 August 2008 - 07:19 AM

as a side note, do you really-really want talking weapons? They hurt computer's brains, you know

#5 BalanceRD

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Posted 19 August 2008 - 07:27 AM

as a side note, do you really-really want talking weapons? They hurt computer's brains, you know

HAHAHAHA!!!!

I have been working on this for a long time (meaning I thought of the idea about two years ago and didn't really start coding until yesterday) and I want to complete it.
Previous Forum Name: Pex657

#6 BalanceRD

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Posted 19 August 2008 - 07:52 AM

I made a BALDUR.tra file and put it in the English folder. I still get the same error, no translation for @3.
Previous Forum Name: Pex657

#7 cmorgan

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Posted 19 August 2008 - 08:07 AM

In general, you would use AUTO_TRA and add the corresponding .tra file, so that

AUTO_TRA ~mymod/languages/%s~

but .baf compilation works a little differently than regular .tra. With or without AUTO_TRA, adding USING sets the file for use by the .baf -

EXTEND_TOP ~%CORAN_BCS%.bcs~ ~BG1NPC/Phase1/baf/X#CORAN1.BAF~
EVALUATE_BUFFER
USING ~BG1NPC/TRA/%LANGUAGE%/X#CORAN1.TRA~

or more simply in your case,


EXTEND_TOP ~BALDUR.bcs~ ~ITEM\BAF\BALDUR_EXTENSION.baf~
USING ~ITEM/English/Setup-ITEM.tra~


Side notes: adding stuff to baldur.bcs is a last resort - dunno what happens if you EXTEND_TOP on baldur.bcs without using Continue(), but I suspect there would be trouble - you might try reducing usage by just EXTEND_BOTTOM -ing it with a block that sets a variable and a timer, toggling a DSH on, then toggling it off in the DSH call, so you don't have a continuous stream of DSH running nonstop. There are some other mods out there that check for items where you could pick up some other ideas, too.

Edited by cmorgan, 19 August 2008 - 08:07 AM.


#8 Miloch

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Posted 19 August 2008 - 10:18 AM

as a side note, do you really-really want talking weapons? They hurt computer's brains, you know

HAHAHAHA!!!!

I have been working on this for a long time (meaning I thought of the idea about two years ago and didn't really start coding until yesterday) and I want to complete it.

He's right though. There are plenty of these already, and they all suck :P. The engine doesn't handle them well for one thing.

If you comment out the block with the @3, do all the other ones install? If so, it might be a problem with that block (like you forgot a tilde or something).

Edit: And if you're trying to auto-tra, make sure what cmorgan said is in the tp2:
AUTO_TRA ~mymod/languages/%s~

Edited by Miloch, 19 August 2008 - 10:20 AM.

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#9 BalanceRD

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Posted 19 August 2008 - 11:50 AM

Thanks cmorgan and Miloch, adding those things fixed the problem.
Previous Forum Name: Pex657