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Adding script to an area


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#1 Thot

Thot
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  • 25 posts

Posted 02 July 2003 - 02:25 AM

Hi!

This is just another newbie question.
I'm trying to add a script to an area using WeiDU. The area doesn't have any in the original game, but it it may have some with mods. So I've written this in the TP2 files:


ACTION_IF FILE_EXISTS_IN_GAME ~AR5102.BCS~ THEN BEGIN
EXTEND_BOTTOM ~AR5102.bcs~ ~MyMod/F#AR5102.bcs~
END
ELSE BEGIN
COPY ~MyMod/F#AR5102.bcs~ ~override/AR5102.bcs~
END

The problem is that, since there isn't any AR5102.bcs in the original game, F#AR5102.bcs is copied in the override directory without being compiled. I've checked the WeiDU Readme, but it doesn't seem to be a command to compile a BCS -- only to extend a new one.
So is there any way to compile it using a command I haven't seen ? Or a more subtle way ?

Thanks
Life's but a walking shadow; a poor player,
That struts and frets his hour upon the stage,
And then is heard no more: it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

#2 -Alan M.C.-

-Alan M.C.-
  • Guest

Posted 02 July 2003 - 02:35 AM

Hi Thot,


A bcs file is a compiled scritp file. You can compile a BAF file and use WeiDU as follow:

COMPILE ~MyMod\AR5102.baf~

Alan M.C.

#3 Thot

Thot
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  • 25 posts

Posted 02 July 2003 - 03:04 AM

OK! Thanks ( there's a lot of things I have to learn, it seems)
Life's but a walking shadow; a poor player,
That struts and frets his hour upon the stage,
And then is heard no more: it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

#4 -jcompton-

-jcompton-
  • Guest

Posted 02 July 2003 - 07:25 AM

Your syntax should have worked if your files are what they're supposed to be.

BAF is scripting source code: i.e., the plain text.
BCS is compiled scripts.

Also, the other problem you may encounter is that sometimes areas that don't normally have scripts don't have script names ASSIGNED to them in their ARE file, either. Check in Near Infinity.