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Did Bioware intentionally code Toolset in C++ to make more difficult t


SpellAndShield

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So why did they do it? I am not necessarily ascribing malicious intent to them, far from it, but it eludes me that they did so if/when other options are available?

 

So, to all you experts out there, my question: is C++ NECESSARY to get DA to do all the things it does?

 

Thanks

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So why did they do it? I am not necessarily ascribing malicious intent to them, far from it, but it eludes me that they did so if/when other options are available?

 

So, to all you experts out there, my question: is C++ NECESSARY to get DA to do all the things it does?

 

Thanks

Erm, presuming you don't care what it took to make the toolset but use it for scripting the game... it still doesn't use C++. It uses a simple C-like scripting language very similar to the one BioWare used in Neverwinter Nights (I'm not familiar enough with Infinity Engine game internals to know if it even predates that). Compared to something like the Source SDK (Orange Box last time I checked), it's still a lot simpler.

 

I suppose then the question might be why do you need to write your own scripts instead of it being even more data-driven through 2DAs than it already is. Flexibility for one, and it's really not that hard once you get used to it. Sometimes you have to learn something outside of your comfort zone to get the things you want done.

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that was a perfect answer for you, there's nothing one could add except confirmation

i can confirm his comparison to the source engine's "sdk" (which has recently caused much much heartache for many thanks to the macintosh update)

 

ive never been good with scripting regardless of the engine - while the advanced scripting for this specific engine can become pretty puzzling, its no more complicated than lua in source which i find nearly impossible or any other type of language that seems overwhelming at first

 

as our friend here pointed out the chart 2da/xls thingies are extremely effective at achieving just about any effect someone can realistically hope to achieve without scripting, consider them the volume knobs or sequence buttons/tuners to a media player - they essentially mold the base script functions the entire engine is based on and allow for fine tuning or more extreme alterations

 

you should be able to accomplish (or at least the next best thing) whatever you are trying to do within the charts themselves, hell i've created an abomination out of my game using those things heh

its pretty much like havin alllllll of the scripts from the toolset mashed into one huge block - then diced up into several sections with each section covering just about every aspect of the game (for the most part)

 

once you get familiar with it it's like riding a bike, also means exercise caution - probably shouldn't assign mabari animations to "group heal" talent or m_walk_f bahah, although you'd probably still be safe even then..hmmm, who knows....? only one way to find out ;D

 

take a look at the xls files...find somethin like itemstats.xls

add custom damage values or tweak animation speeds for the battle axe to go 50x slower so you can pretend its babe ruth in slow motion - once you see the changes in game it'll create some motivation/reward to keep messin around

 

if i were to be thrown into downtown china with no way home, the first weeks, months & maybe years would be overwhelming/terrifying... but after a while im gonna start pickin up certain words, phrases & such until eventually being able to recognize different dialects & so forth, blaah blaah blahblah blaaaah................ until you find the girl of your dreams get married have children and live happily ever after

 

;]

 

edit 9,22.10

ah, shoulda been more helpful to ya star, i was learning at the time too, sorry buddy

Edited by veteran_gamer
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