awesome. thanks for ur help.
awesome. thanks for ur help.
#52
You're welcome, as always.
~
#53
there seems to be some funny behavior between beam lifetime, charge time and fire time, if I set a beam to charge for 7.5 seconds (with a 7.5 second chage effect) and then to last for 7.5 seconds(with a 7.5second beam effect) and fire every 60 seconds , the charge works fine, the beam fires for about 2 seconds then waits until it fires again. if I lower the charge time it will fire the beam for the correct time, I dunno if its a relic issue or what
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http://warlords.swrebellion.com/
#54
That's rather odd, is the beam still doing damage even though it's not visible? Perhaps it as something to do with the Max Effects Spawned? I haven't tinkered with it much, so I'm really just stabbing in the dark...
what does the Max Effects Spawned option actually do?
#56
for weapons that have looping effects it caps the number of FX particles that are generated, I think it may also cap the number of spawned particles in a trail or a smoke FX
I keep getting a run-time error 62 every time i try to open the weapons for some reason it says Input past end of file. Any help?
#58
#59
Noticed that the "charge" is actually "firing" the weapon.there seems to be some funny behavior between beam lifetime, charge time and fire time, if I set a beam to charge for 7.5 seconds (with a 7.5 second chage effect) and then to last for 7.5 seconds(with a 7.5second beam effect) and fire every 60 seconds , the charge works fine, the beam fires for about 2 seconds then waits until it fires again. if I lower the charge time it will fire the beam for the correct time, I dunno if its a relic issue or what
So an ion cannon with a 10 second firing time and a 3 second charge-to-fire will actually do damage for 7 seconds before shutting down to recharge.
Pretty fun making a "barrage laser" that has a long chargeup time but very fast cycling rate.
I want his tools does anyone else already have them and could please host them?
#61
Update - 1.3.5 released, see the first post for details (I updated the links so they should work now.)
#62
Any interest in creating a pretty-printer for LUA since you've already written a parser?
Download my HW2 mods, maps & tools. link
Username|SF on Gamespy/Xfire/Hamachi/Gameranger
#63
Not sure what you mean by that. Just something to read the files and rearrange everything into a nicer format?
Edit - Ah, I used :google: to look up "pretty-printer" and I see what you mean. Would you want all of the lines commented with explanations or just reorganized? Also, I assume that you want _all_ *.LUA files generated by HW2 to be cleaned up, since you mentioned something along those lines earlier...
Another thing, if you're willing to explain how to "fix" all of the decompiled *.level files in a generic form (e.g. "all strings need to be quoted," or "there's always a comma missing in this function," etc...) then I'll include some "fixing" functionality in the pretty-printer. I'll need a list of the incorrectly decompiled *.lua files so I can look into it, but it will probably take ages for me to figure out what's wrong with every single one of them.
#64
Ok, here's some things off the top of my head:
- indentation using tabs, not spaces
- tables have opening and closing brackets on a new line, like this, unless used as an argument in a function:
Code:table1 = { "stuff", table2 = { "more stuff" }, }- table entries are always followed by a comma
- table entries always appear on a new line (basically everything should appear on a new line)
- To be nitpicky, I prefer it if arithmetic is seperated by spaces, but brackets aren't, e.g.:
The same for functions, e.g.Code:(3 * 2 + (42 - 7 / 8)) <- ok (3*2+(42-7/8)) <- not ok ( 3 * 2 + ( 42 - 7 / 8 ) ) <- not ok
Other people might disagree...Code:TheFunction(arg) <- ok TheFunction ( arg ) <- not ok- concatenation symbol (e.g. "..") always preceded and followed by a space. e.g.
Code:"text" .. "text" <- ok "text".."text" <- not ok- remove trailing spaces. Again, other people might not like this.
If you could make the pretty-printer a module for SciTe, then a lot of other people would be able to use it.
Last edited by Mikali; 2nd Jul 05 at 2:34 AM.
#65
I'll see what I can do (might take a while since I'll be working mostly on Ship-Script Editor whilst I'm on "vacation.")
#66
I may have something that's already part way there if you want to hold on a second...
#67
Here you go:
I got this off the SciTe mailing list. I'm not sure how it works. Also, Kein-Hong Man the author said that it ignores comments and doesn't parse "[[" and "]]" when they're used in place of regular double-quotes.Code:function ReformatTables() local indent = " " local last = editor.Length local txt = editor:textrange(0, last) local i, lvl = 1, 0 local selbeg, selend, fix local function tab() return string.rep(indent, lvl) end local function snip(t) fix = fix..t end editor:BeginUndoAction() while true do if lvl == 0 then local x1, x2, syn = string.find(txt, "([_%a][_%w]*)%s*=%s*{", i) if x1 == nil then break end selbeg = x1 - 1; fix = "" i = x2 + 1; snip(tab()..syn.." =\n"..tab().."{\n") lvl = lvl + 1; else local x1, x2, syn = string.find(txt, "([_%a][_%w]*)%s*=%s*{", i) local y1, y2, itm = string.find(txt, [[("[^"]*",?)]], i) local z1, z2, del = string.find(txt, "(},?%s[\r\n]+)", i) local tok = math.min(x1 or last, y1 or last, z1 or last) if tok == last then print("table unbalanced"); return elseif tok == x1 then i = x2 + 1; snip(tab()..syn.." =\n"..tab().."{\n") lvl = lvl + 1 elseif tok == y1 then i = y2 + 1; snip(tab()..itm.."\n") else-- tok == z1 then lvl = lvl - 1 i = z2 + 1; snip(tab()..del) if lvl == 0 then selend = i - 1 editor.TargetStart = selbeg editor.TargetEnd = selend editor:ReplaceTarget(fix) i = i + (string.len(fix) - (selend - selbeg)) last = editor.Length txt = editor:textrange(0, last) end end--if tok end--if lvl end--while editor:EndUndoAction() end
WOW! just been fooling around with this great tool. Damm this makes weapon scripting so dammed easy!!!
Order a case of beer for Zatch![]()
#69
Too bad I can't drink it. But root-beer donations are gladly accepted!
Oh and by the way, I have net access here, thanks to a neighboor's unprotected WiFi network. Woohoo.
#70
Update - Version 1.4.0 has been released! See the first post for a link and the update's details.
#71
And my lastof the day, see the first post for details.
#72
Update - Revision 1.4.1 has been released. This addresses a few issues, but the biggest one is a huge error in the program's interpretation of the setAccuracy lines. I put a 0 where there should've been a 1 so you might've noticed a lack of hitting with weapons created using HW2WSED (this only applied to lines that you didn't manually modify within the program, it automatically assigned an accuracy of 0 to armor families that weren't present, but the game interprets missing families as 1s not 0s.) I also made the interface a little nicer and whatnot, the usual poop. Try it out!
Is it possible to modify the dreadnaught's phased cannon array so that it will shoot multiple targets instead of 1 ship as a time? that would be awsm
its jsut a fancy beam weapon so methinks no. not without making individual beams and seeting them as gimbled guns.
#75
Code:Component "comdlg32.ocx" or one of its dependencies is not currently registered: a file is missing or invalid![]()
What am I doing wrong?
It's a VB runtime thing, eh ?
You need to register the thing.
Move it to system32 (system in old windows), enter regsvr32 comdlg32.ocx in run window and confirm.
:/ Do you need an installer ZaTcH ?![]()
I did install the VB runtime package linked in the first post, but if you mean "put the actual editor in the system folder" I'll try that.
#79
No need to put the editor in the system folder, just type "regsvr32 comdlg32.ocx" in the command prompt, as Jaen said.
@Jaen-ni-rin: I'm planning on putting one together but not until I polish off a few more details in the program (it still seems to have trouble with SphereBurst weapons.)
No luck. :-( It still gives me that same error message. I use Win98SE, just so you know. (And yes I know XP is better, and I'd like to use it, but for some reason XP won't install on my computer >.< ) I've tried everything I can think of. I don't understand why I can't use the program.
Umm... try moving this comdlg32.ocx to system folder then. Not the editor, but control. Then register it as mentioned above.
I can't work out what else could be wrong.
And if that can't help I'll make an install for you, regardless what ZaTcH wants to add, yet. I won't diclose it publicly, so I hope he won't mind.
And if that won't work, then it'l be one big WTF ?!??!
I have no "comdlg32.ocx" file on my computer, nor does there appear to be one on the HW2 disc. I'd much appreciate an installer, I'll see if that'll work. Otherwise, like you said one big "WTF?".
(Or not. My PC appears to be slowly decaying, which, amongst other things, has caused XP to be unable to install on my PC, and two games (Microsoft games) won't work (though the prequel to one of them does). Then there's the Firefox issue, which resigned me to using IE, and the weird goings-on when I tried to patch Civ III, seemingly random crashes, the system sometimes choking on IE when I'm not doing anything at all, the list goes on and on and on and on..... Man, I'm glad I'll have a new PC in a few weeks.)
I constantly get this error:
Run-time error '13':
Type Mismatch
#84
Zatch, could You upload a ZIP containing the EXE and file dependencies (dll/ocx) somwhere for me to download so I can make a proper MSI installation file of it with proper ocx/dll registration. Moe should be able to vouch for me...
You could also reg at hwaccess and up it there...
HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
TEH ALL POWAFUL "PLEASE MAKE HOMEWORLD 3" PETITION
NEWS! "hwaccess.net" and related sites have a new home at
www.homeworldaccess.net. Still WIP.
#85
Using Microsoft's crappy package & deployment wizard, I've made a setup file: hw2wsedsetup.zip (1.6MB)
If you, HomeBoy or Jaen-ni-rin, still want to make your own, the two most important DLLs are comdlg32.ocx and scrrun.dll, which I've uploaded in this zip file (122KB).
@Viperslayer: What were you doing when the error occured?
#86
Zatch, evaluate this:
BETA TEST SETUP
#87
That's excellent, just one change I'd like to request: Instead of adding the start-menu folder "Homeworld 2 Weapon Script Editor 1.4" just make it "Homeworld 2 Weapon Script Editor," that way future versions will just overwrite the folder instead of creating new ones. Many thanks, I'll put a link on the first post.
#88
Will do, updating...
Stuff that can be done:
Add a Information text to be displayed when installing,
adding a license condition to accept or reject,
prompt on previous version to be uninstalled before an assumed 1.5 gets installed,
Link to Readme in StartMenu, link to Site in Start Menu.
You noticed in Add/Remove program there is a support URL to this thread?
Type up a readme (compile it from texts in this thread?) and it will be implemented.
Release updated on server. Re-download.
#89
Cool, thanks again. I'll make a ReadMe file after classes & the obligatory CostCo visit today.
Info-text while installing: no real need, The program is pretty self-explanatory and the details will go in the ReadMe anyways.
License condition: I'll write a short EULA along with the ReadMe.
Prompt to uninstall previous version: Not necessary at the moment (I'm not planning on adding/removing any files from the package any time soon.)
Link to ReadMe in the StartMenu: Yes, once the ReadMe is done.
Link to Site in the StartMenu: Yes, once the ReadMe is done.
Alright, off to class I go!
I was trying to open an .weap file of course! :P
hi, i downloaded the editor v1.4.1 and as i wanted to open a *.wepn file to edit it, nothing happens... can you help me??
btw: i already have installed the vb6 runtimes.
palstek
#92
The "Open" dialog box doesn't appear? Try clicking Settings->Manage Directories->Decompiled Data and enter your Homeworld 2 Data directory, then close the program and reopen it (I fixed it so you don't have to, but the fix is in the next version which I can't put online until tomorrow afternoon.)
i have entered the correct homeworld 2 directory, when i click on "file" and then on "open" nothing happens either. i have installed the 1.1 patch for homeworld 2, maybe this causes this problem?
#94
The 1.1 patch shouldn't cause any problems, I've always used my programs with HW2 v1.1. I'll work on the problem some more today.
Interestingly enough I have the same problem. Can't open any file (doesn't bring up a dialogue box to find/select files).
Doesn't seem to make any difference using different directories as per your suggestion.
My problems lie elsewhere. The editor will open up files and seems to edit them properly. However, when I try to run the game with the edited files, the game does the typical crash on startup assosiated with screwed up scripting, etc. When I remove the override, it works fine, of course - however, the damned odd thing about it, is that I have COMPLETELY repleaced every file in the data folder (except the bigs) and even after all of this is done and no aparent trace of the file ever being tampered with is left, the game still won't start up with the override. The only way I can get it to work again is if I reinstall. I don't really know what to do to make it work.
#97
I've crawled through the source code again and fixed a couple things that might've caused some file-handling issues (or they might've done nothing.) I'll get the new version on the server tomorrow (v1.4.2)
Hello
umm i having a problem, how do u open the .wepon files???
im confused 2 the max!!
HELP!!1
Mattie
#99
Use notepad. Or any other editor for that matter.
i meant in Weapon-script Editor v.1.4
i cant open HW2 files but i can open other moded .wepn files..
its really weird hope some1 can help me fast!!!
Last edited by GoliathDeathWis; 15th Mar 06 at 9:56 PM.
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