Miss Sakaki Posted March 17, 2006 Share Posted March 17, 2006 It's probably right under my nose, but this has been frustrating me for a while. The weird thing is that I'm pretty sure it's only started happening since updating to WeiDU-190. When attempting to install, I get this message: [Nathaniel-ToB/script/FHNAT25.baf] ERROR at line 36 column 30-30 Near Text: ) Not_found ERROR: parsing [Nathaniel-ToB/script/FHNAT25.baf]: Not_found ERROR: error compiling [Nathaniel-ToB/script/FHNAT25.baf]: Not_found Lines 35-37 in the script are these: !AreaType([DUNGEON]) !See([ENEMY]) !Range([NEUTRAL],10) If anyone could tell me what I've written wrong in the script, that would be great. Edit: Sorry, please move to the right forum (that's what comes of posting when tired, I guess). Link to comment
Rabain Posted March 18, 2006 Share Posted March 18, 2006 These type of things are usually due to a missing tilde either above or below the reported line. Can you post more of your code if this is not the case? Link to comment
Miss Sakaki Posted March 18, 2006 Author Share Posted March 18, 2006 Yeah, this is the whole script block: IF Global("NathRomanceActive","GLOBAL",2) See(Player1) RealGlobalTimerExpired("NathRomance","GLOBAL") CombatCounter(0) !InWatchersKeep() !AreaType([DUNGEON]) !See([ENEMY]) !Range([NEUTRAL],10) Global("FHExpLoveTalk","GLOBAL",9) Global("MetBal","GLOBAL",1) THEN RESPONSE #100 IncrementGlobal("FHExpLoveTalk","LOCALS",1) MoveViewObject(Player,INSTANT) Interact(Player1) Wait(1) END And it's the !See([ENEMY]) line that WeiDU doesn't like. Link to comment
Meira Posted March 18, 2006 Share Posted March 18, 2006 Have you successfully used InWatchersKeep() before? Because it's listed as 'not tested' (NT) in IESDP and I can't find examples of it with NearInfinity from the original game's scripts or dialogues. Also, I never put Increment/SetGlobal() in the same block with Interact() or Dialogue(), because that might cause the talk not to fire if the player accidentally orders the NPC to do something else (like to walk somewhere) when he/she is just about to start the dialogue. Though, since I've not used MoveViewObject(Player,INSTANT) when triggering talks I'm not sure if that changes the situation. Link to comment
Meira Posted March 18, 2006 Share Posted March 18, 2006 MoveViewObject(Player,INSTANT) Oh, shouldn't that be player1. I don't think player is a valid object. Link to comment
Yovaneth Posted March 18, 2006 Share Posted March 18, 2006 MoveViewObject(Player,INSTANT) Oh, shouldn't that be player1. I don't think player is a valid object. <{POST_SNAPBACK}> The other possibility is that 0x22 NEUTRAL is missing from EA.ids. It isn't in there as released from Bioware. -Y- Link to comment
Miss Sakaki Posted March 18, 2006 Author Share Posted March 18, 2006 Oh, shouldn't that be player1. I don't think player is a valid object. Yes! Now it works fine. Thank you very much - it's so often the little things, isn't it? Link to comment
Miss Sakaki Posted March 18, 2006 Author Share Posted March 18, 2006 Would having it as !InWatchersKeep() rather than a synonym make a difference or can I leave it as is? Link to comment
jcompton Posted March 19, 2006 Share Posted March 19, 2006 The game doesn't care what synonym you use. Link to comment
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