Author Topic: Adding All Area references to scripts in Tutu  (Read 1188 times)

Offline cmorgan

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Adding All Area references to scripts in Tutu
« on: October 31, 2006, 05:11:41 PM »
Hey there - a check before I kep manually building a huge list of areas to assign script references to -
I have a player with an error where original Tutu does not assign an area script reference, so that while we create the area script via EXTEND_BOTTOM, the area doesn't know it exists...

So, I thought i would fix the problem for once and for all for Tutu modding by adding the followig code in a library:

Code: [Select]
ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN
/* Ensuring all area scripts are assigned */
COPY_EXISTING
              ~FW0002.are~ ~override~
              ~FW0004.are~ ~override~

     //EDITED OUT > SEE Gibberlings3 common code page for update and code support for Tutu v4 with/without TOTSC
           

   WRITE_EVALUATED_ASCII 0x97~%SOURCE_RES%~
   WRITE_ASCII 0x94 ~_AR~
BUT_ONLY_IF_IT_CHANGES

While this would definitely make sure every area knew it has a possible script, I am part way through the list and have suddenly thought of a few questions:
1. Will adding these references have any conceivable way of disrupting the game?
2. Will a list of a huge number of area references like this work in this fashion, or do I need to break them up (other than creating a separate LIB for the TOTSC side)?
3. How can i tell if some of these actually have scripts that are "dummy" or non-functioning ones?
« Last Edit: January 02, 2007, 03:38:46 PM by cmorgan »

Offline cmorgan

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Re: Adding All Area references to scripts in Tutu
« Reply #1 on: January 02, 2007, 11:39:25 AM »
LIB is available now at G3 in the common code section of the Development wikki - confirmed ok. This will not add anything to your game, but will allow modders to use any Tutu area scripts. It solves the bug where Tutu and Easytutu have different area script assignements due to Macready's awesome bugfixes/spawnfixes, so Tutu v4 folks can use materials developed on an EasyTutu platform without encountering unassigned area scripts.

all questions answered in other contexts - short answer = now it all works fine!
« Last Edit: January 02, 2007, 03:39:38 PM by cmorgan »

Offline berelinde

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Re: Adding All Area references to scripts in Tutu
« Reply #2 on: January 02, 2007, 11:54:07 AM »
Excellent... something else to pinch off Wiki.

I love common code. ;D

Offline ronin

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Re: Adding All Area references to scripts in Tutu
« Reply #3 on: January 02, 2007, 03:27:21 PM »
forget it, I'm an idiot   ;D

***edited my idoicy*

Offline cmorgan

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Re: Adding All Area references to scripts in Tutu
« Reply #4 on: January 02, 2007, 03:40:14 PM »
Edited top post so folks know that the code as posted was not complete :D

 

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