How to compile AI scripts for IWD:EE?
hqz
Member Posts: 4
The vanilla version of BG and IWD used to be shipped with a command-line script compiler, but I can't find it in the Steam version of IWD:EE. Is there a separate download for this?
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i dont know what the command-line script compiler was like, but i like how near infinity does it's scripts, with color codes, and you can search through .ids files and such to find more command lines and what not
I was hoping for a command-line version because I used to rely on some template processor to generate my script source files back in the days of vanilla IWD. And then I would use GNU Make in order to combine both tools and reprocess/recompile only when needed.
Overall it was probably too advanced a setup for just AI scripts. So I will start with a more simple setup with Near Infinity this time.
Thanks again.
Btw, WeiDU (as well as Near Infinity) require an associated game to properly compile scripts. For WeiDU it should be enough to place the binary into the game folder or use the command line option --game to specify a game path manually.
While we're on the topic of scripting, I used to rely on gibberlings3 as the API documentation. There doesn't seem to be any specific entries for IWD:EE so I assume I should use the BG:EE ones instead? (or should I use the vanilla IWD1 ones instead?)
I must admit that it would really help if all EE games used the same scripting API. With the vanilla games I had to adapt my scripts to cover all games, hence the need for a templating tool in order to change some macros based on the game engine.