Need some help with compiling nw_c2_default7
Arxerisdam
Member Posts: 2
Hi everyone!
I need some help im trying to edit the script nw_c2_default7 but when i try to compile it i get the next message:
the line 63 of nw_i0_generic.nss is this:
i notice the script doesnt compile even even without the changes.
i really need some guidance on this
thanks in advance.
This is the script im trying to change:
I need some help im trying to edit the script nw_c2_default7 but when i try to compile it i get the next message:
Error. 'nw_c2_default7' did not compile.
nw_i0_generic.nss(63): ERROR: FUNCTION DEFINITION MISSING NAME
the line 63 of nw_i0_generic.nss is this:
//Master Constants int NW_FLAG_SPECIAL_CONVERSATION = 0x00000001;
i notice the script doesnt compile even even without the changes.
i really need some guidance on this
thanks in advance.
This is the script im trying to change:
//::////////////////////////////////////////////////// //:: NW_C2_DEFAULT7 /* Default OnDeath event handler for NPCs. Adjusts killer's alignment if appropriate and alerts allies to our death. */ //::////////////////////////////////////////////////// //:: Copyright (c) 2002 Floodgate Entertainment //:: Created By: Naomi Novik //:: Created On: 12/22/2002 //::////////////////////////////////////////////////// //::////////////////////////////////////////////////// //:: Modified By: Deva Winblood //:: Modified On: April 1st, 2008 //:: Added Support for Dying Wile Mounted //::///////////////////////////////////////////////// #include "x2_inc_compon" #include "x0_i0_spawncond" #include "x3_inc_horse" void main() { int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); object oKiller = GetLastKiller(); if (GetLocalInt(GetModule(),"X3_ENABLE_MOUNT_DB")&&GetIsObjectValid(GetMaster(OBJECT_SELF))) SetLocalInt(GetMaster(OBJECT_SELF),"bX3_STORE_MOUNT_INFO",TRUE); // If we're a good/neutral commoner, // adjust the killer's alignment evil if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) { AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); } // Call to allies to let them know we're dead SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK); //Shout Attack my target, only works with the On Spawn In setup SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); // NOTE: the OnDeath user-defined event does not // trigger reliably and should probably be removed if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1007)); } craft_drop_items(oKiller); }
0
Comments
What you're seeing is a long-standing bug in the script editor / compiler.
Every now and then, out of the blue, when you compile a script, it will fail, complaining of some spurious problem in an include file (which is not the script you're compiling). This is invariably fixed by recompiling or reopening & recompiling.