STiFU on 24/10/2005 at 16:23
Both of these functions dont work for me and i have absolutely no idea why not... The other thing is: Do i need this export function? Because the scripts are still there when i restart the editor after it has broken because of exporting changed scripts :)...
Bardic on 24/10/2005 at 17:32
I think for the most part you would only export the scripts if you wanted to pull some of yours out, wipe your thief3edit folder, and start fresh. Or if you were adding your scripts to New Horizon's T3ed install. You could send him a couple of your scripts and he could integrate those.
If you just save your scripts, when you compile the ibt, the ones that are used should get pulled from your single script file and put in the ibt.
As for the 2d editor, I haven't tried using it much, I pretty much just vertex edit everything.
STiFU on 24/10/2005 at 20:15
Me too. That and the clipping tool. But i somewhere read that someone used this 2d shape editor, and i read a tutorial, but then noticed that it doesnt work... :)
My scripts are only copies of those published here, besides the disabling of the helptextpopups. But that was so easy that i didnt want to post it here.
Gestalt on 24/10/2005 at 22:28
The 2d shape editor works for me, though I have no control over the depth of extruded shapes or anything like that. What happens?
Durinda D'Bry on 25/10/2005 at 06:42
I think that "export scripts" (don't mess with trigger scripts stuff) function is pretty useless for us. AFAIK it is used for the team work as individual developer "patches" applied to some package VSS version. Thus you may skip script export and ignore annoying message appears when you close the editor that some packages were changed but scripts were not exported (just say "no" in this dialog).
STiFU on 25/10/2005 at 12:59
Then i will just leave my editor as it is... I prefered the vertex editor anyway. Thanks taffers... :)
Rantako on 25/10/2005 at 17:49
If you're meaning the 'export changed scripts' in the actor class browser, this actually has nothing to do with trigger scripts. It saves your gamesys, and creates .uc files in your TDS folder - these are just (un-needed) text files that contain info about the actors in the gamesys. As far as I'm aware, this is the only way to make T3Ed save the gamesys, other than it asking you when you playtest a map.
Hope that helped :)
Durinda D'Bry on 26/10/2005 at 07:11
Rantako ... As far as I'm aware, this is the only way to make T3Ed save the gamesys, other than it asking you when you playtest a map ...
Not sure that I've understand right "other than it asking you when you playtest a map" but there is another way in actor browser to save gamesys .t3u file except "export all/changed scripts". You may set appropriate check box for gamesys package in packages view and choose some "save selected packages" from menu. It simply saves all selected packages without doing any backup of old versions and, of course, without .uc exporting. Also it pops up some warning message (about saving gamesys avoiding some engine routines) that you IMHO may ignore. And, as I've already told, when you changed gamesys (or even started editor with changed gamesys) but didn't export their scripts, editor notifies you about that when you leave editor. This way seems for me as more simple for gamesys saving. But I never used after that "joystick" icon for map testing, always used "send to XBox" method. Think that it should work correctly too.
Crispy on 26/10/2005 at 07:20
I generally use Export Changed Scripts, simply because it makes the annoying error messages go away. The .uc files are harmless; I periodically delete them just to keep things tidy.