SimDing0 Posted February 15, 2005 Share Posted February 15, 2005 COMPILE ~BG2Fixpack/baf/bhcrypt.baf~ Where bhcrypt.baf is: IF See(NearestEnemyOf(Myself)) Global("CastHorror","LOCALS",0) THEN RESPONSE #100 ReallyForceSpell(NearestEnemyOf(Myself),WIZARD_HORROR) SetGlobal("CastHorror","LOCALS",1) END Link to comment
SConrad Posted February 15, 2005 Share Posted February 15, 2005 Question; I guess that inlining scripts and other things like this in the .tp2 is out of the question? Link to comment
Andyr Posted February 15, 2005 Share Posted February 15, 2005 What does inlining mean? Link to comment
devSin Posted February 15, 2005 Share Posted February 15, 2005 "Inlining" (in the context of WeiDU) is simply defining external data internally. So, for Sim's example, you would do something like this: <<<<<<<< Sim/Ding/0/bhcrypt.baf IF See(NearestEnemyOf(Myself)) Global("CastHorror","LOCALS",0) THEN RESPONSE #100  ReallyForceSpell(NearestEnemyOf(Myself),WIZARD_HORROR)  SetGlobal("CastHorror","LOCALS",1) END >>>>>>>> In the Tp2, you can then perform any action on Sim/Ding/0/bhcrypt.baf as if it were an actual, physical file on the disk (so, you can COMPILE it, COPY it, etc.). It's probably better to stay away from inlining, if for no other reason than keeping the Tp2 as clean as possible. Unless somebody wants to come up with some clear guidelines for what can and cannot be inlined (maybe only script or dialogue updates consisting of only one block), and a fairly strict naming convention. Link to comment
SimDing0 Posted February 16, 2005 Author Share Posted February 16, 2005 I'll be using inlining, since although it's only marginally better than regular REPLACE_BCE_BLOCK which did I mention is really useless and shitty blah blah blah, it does mean I don't have to create a million BAFs to patch all the broken scripts in the game. Link to comment
Andyr Posted February 16, 2005 Share Posted February 16, 2005 Dev: Yeh, I was directed to the WeiDU thread. Thanks for explaining, btw. Link to comment
SConrad Posted February 16, 2005 Share Posted February 16, 2005 I'll be using inlining, since although it's only marginally better than regular REPLACE_BCE_BLOCK which did I mention is really useless and shitty blah blah blah, it does mean I don't have to create a million BAFs to patch all the broken scripts in the game. I don't really think you can compare inlining with REPLACE_BCS_BLOCK, since they're quite different. I'm in favour of inlining instead of create a lot of baf's, d's and other files, yes. Link to comment
SimDing0 Posted February 16, 2005 Author Share Posted February 16, 2005 Different? As far as I'm aware, you still have to use REPLACE_BCS_BLOCK with an inlined file, and anything that requires you to use REPLACE_BCS_BLOCK isn't that much of an improvement. Link to comment
SConrad Posted February 16, 2005 Share Posted February 16, 2005 Not following. Could you post an example of what you mean? Link to comment
SimDing0 Posted February 16, 2005 Author Share Posted February 16, 2005 I don't get what I'm not explaining. An inlined BAF on its own is useless. You still need a REPLACE_BCS_BLOCK somewhere in the TP2 to actually take advantage of it, no? Link to comment
SConrad Posted February 16, 2005 Share Posted February 16, 2005 Seems to me we're talking about different things here. I now follow what you're trying to say, and I was talking about something entirely different. So, nevermind and move along, ppl. Link to comment
CamDawg Posted February 26, 2005 Share Posted February 26, 2005 On included vs inline files, whatever is easiest for y'all. I've been dropping everything into one big compile folder, but inlining may be easier for the script EXTENDs or whatnot. This is included in alpha v2. Link to comment
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