Script edits in a running module
Terrorble
Member Posts: 183
Can you edit a script, compile it and add it to a running module?
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But I wouldn't advise it for PWs, at least not for long. If you want to test something, really fast, that will work. Beware, includes don't work that way.
If you have to change an include, you can recompile all scripts that refer to it, and drop them in development.
Useful for, say, fixing a single player module without changing the original.
+1 for the PW comment, though.
You can do it while the server is live, but it obviously only affects new executions of the script. I believe you also need to avoid changing a script that's currently in-waiting with a DelayCommand.
So I could fight/observe the creature. Kill it. Edit the custom AI script, recompile and drop the ncs in the development folder, then respawn it and repeat?