This is all IIRC, by the way.
Icen
Not Telling
17 December 2009 - 09:45 AM
17 December 2009 - 04:46 AM
21 November 2009 - 06:01 AM
18 November 2009 - 08:03 AM
Another query: Could someone explain or direct me to a tutorial that explains how the <<<<<<<< fileName fileBody >>>>>>>> .TP2 action works? The one about creating inlined files. It's all a little unclear.
I have a vague idea from reading the Weidu documentation, but could do with concrete examples and info on exactly what is going on.
Why would you use such an action? It seems to create a file via the .tp2 as far as i can tell, if so...why? Why bother, why not just create the file you want the 'normal' way.
Let's use the weidu docs example as a starting point, so i can ask some questions:
BEGIN ~MyMod Component 1~
<<<<<<<< .../mymod-inlined/myfile.baf
IF
True()
THEN
RESPONSE #100
Kill("Anomen")
END
>>>>>>>>
COMPILE ~.../mymod-inlined/myfile.baf~
Right, so the way I interpret this is as follows: From IF to END is the file, inclusive of the IF and END, and it is a .baf file, which is then compiled to a .BCS as per normal.
First of all, why would you do this, rather than creating an actual, separate file, say file1.baf with that code, and just compiling it?
My guess would be if you wanted to create a hotfix type thing, then it is easier to update just the .tp2 and distribute that, rather than a new file AND changes to the .tp2? Other than that, I do not see other uses immediately.
When it is COMPILEd, it goes to the override. If it is COPYed, it goes to the target directory. In both, the file is written to the hard disk and becomes a real file. If you do nothing with it, it is lost once WeiDU.exe closes (but whenever it runs through the .tp2 it will be generated again)Also, where does this file now go? To the override?
How does it get used? Does it not need to be attached to some area, or .CRE? (This is more a general question about scripts now, so fill in my lack of knowledge someone, please - if a .BCS is not "attached" to some area or creature does it act as some sort of global script file that is always running? I realise in this particular case whoever and whatever it may be attached to, Anomen will die, since true is always, er, true...).
Moreover, how do I access it and attach it to any area or .CRE since it isn't an actual file?
Some of the above questions may not even make sense, so just correct me if i'm off track completely. Thanks.
Edit: Another little, unrelated to the above, query:
What, if any, is the limit to file size names. I came across a mention of such a limit in the following tutorial http://www.katbella.net/npcguide.htm, where it mentions that:
NPCs need to have a few different files to function properly in the game. This includes files that will hold all the NPCâââââ??¬Å¡¬ââââ??¬Å¾¢s dialogues if they are in the party, bantering, leaving the party, or just having their introductory talk with the PC. You can name these anything you want as long as it's 7 letter or less.
I'm unsure if this refers just to .d files being 7 characters or less, or any and all files (.d, .baf, .CRE etc) should always be 7 characters or less?
Also, what is the reason for this? I think I saw somewhere, someone saying 8 characters was the limit; I don't have a source for this one but any clarification on the matter would be great.
27 October 2009 - 02:14 PM
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