icecreamassassin Posted October 24, 2015 Author Share Posted October 24, 2015 That is just bizarre. I have never had the compiler try and compile a completely different script like this. I managed to restore my old script and cleared everything back to scratch and the compiler works again, but that quest script doesn't compile. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted October 24, 2015 Share Posted October 24, 2015 (edited) Please don't tell me your compiling in CK by using the Add New Script option and pasting as you go. For me it compiles fine, I saved all 3 scripts psc files in my \Scripts\Source directory.In my text editor I had the 3 psc scripts open. Selected the Quest script and hit compile and this is what I get: Starting 1 compile threads for 1 files... Compiling "DBM_WeaponModelHandler"... Starting assembly of DBM_WeaponModelHandler 0 error(s), 0 warning(s) Assembly succeeded Compilation succeeded. Batch compile of 1 files finished. 1 succeeded, 0 failed. >Exit code: 0 Time: 3.19Then I compile the alias script and this is what I get: Starting 1 compile threads for 1 files... Compiling "DBM_WeaponHandlerAlias"... Starting assembly of DBM_WeaponHandlerAlias 0 error(s), 0 warning(s) Assembly succeeded Compilation succeeded. Batch compile of 1 files finished. 1 succeeded, 0 failed. >Exit code: 0 Time: 3.185Then I compile the object display script and this is what I get: Starting 1 compile threads for 1 files... Compiling "DBM_WeaponModelScript"... Starting assembly of DBM_WeaponModelScript 0 error(s), 0 warning(s) Assembly succeeded Compilation succeeded. Batch compile of 1 files finished. 1 succeeded, 0 failed. >Exit code: 0 Time: 3.405The reason your getting the error is the handler script is referencing DBM_WeaponModelScript and you don't have the script in the source directory..Hence my opening statement... After compiling then you go and attach the scripts in ck. 8000+ posts and you've worked on multiple mods and doing a major revamp on a major mod...WTH, I have to explain this to you.No offence meant and it's meant to be tongue in cheek :smile: Edited October 24, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
icecreamassassin Posted October 24, 2015 Author Share Posted October 24, 2015 I see, I've never really had to use an external editor for anything I've built other than to compile scripts which exceed the max capacity of the ck, so I didn't really think about saving out the source code first then compiling. I'll give that a shot Link to comment Share on other sites More sharing options...
icecreamassassin Posted October 24, 2015 Author Share Posted October 24, 2015 Yeah dude tongue in cheek or not, you always come off as pretentious. I know you are trying to help and believe me I appreciate it, but you don't have to make people feel like idiots while doing it. Ishara has helped me out in things in the past and I've never once felt talked down to like I do with you. I don't know what your background is but I have no formal training in coding and have self taught with a little help over the last year and a half. It's not the primary thing I do so I have areas I can work on. I've not needed many interconnected scripts so I've never needed to write any scripts outside the ck. So what you assume is just basic knowledge is not. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted October 24, 2015 Share Posted October 24, 2015 Pretentious is me, get over it or not. I've seen some code you've written, was impressed and know you have more potential then you let on when you actually focus. So when I see you can't even read the compile error message and count lines and columns to locate why your having a problem of coarse I'm going laugh at you.Specially when I read you stating how optimized your scripts now are in that mod your working on and bla, bla bla. Assume nothing and expect nothing is my motto these days.Shame I can never get the assume part right huh... Link to comment Share on other sites More sharing options...
icecreamassassin Posted October 24, 2015 Author Share Posted October 24, 2015 See this isn't about counting lines and columns. I know how to debug a script generally. This issue was it was compiling a completely separate script somehow and the error wasn't even from that script which is why I was confused. I feel dumb when I deal with you, the same way how when I used to deal with dickhead retail customers with a similar attitude. All my knowledge and skill goes right out the window. I don't deal well with condescending people, it's not a descent way to be especially in a community where people are trying to help one another out, it just pisses people off man. But I guess you must get off on that. Thanks for trying to help but your brand of help is not worth the frustration. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted October 24, 2015 Share Posted October 24, 2015 This has gone of track to getting the job done.Fair enough, I'll just leave you in peace to deal with your own illusion of mental inadequacy and you'll probably get things done quicker.. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 24, 2015 Share Posted October 24, 2015 I've ran across this before even when doing scripts outside the CK. The issue is that you were trying to compile a script that was pointing to something on another script and the said other script did not yet exist or did not yet contain what was being pointed to. The compiler error is basically saying "hey, I can't find that so I can't do this" It matters not if you've done the scripts in or out of the CK, what matters is if the compiler can find what it is looking for. Yes, you can dump the source scripts into the source folder. And it is fine if you wish to do that. A logical approach (and best way to do it to understand what is happening IMHO) is to create and compile the scripts in order of flow. In other words, the script being pointed to needs to be done first followed by those that depend upon it. In this scenario:DBM_WeaponModelScript <-- first because it has variables being referred to by DBM_WeaponModelHandlerDBM_WeaponModelHandler <-- second because it contains a function being referred to by DBM_WeaponHandlerAliasDBM_WeaponHandlerAlias <-- third because it ultimately needs both of the other scripts Think of it like this: Say SKSE adds a new function to the Game script. The function is called upon in the ObjectReference script. If ObjectReference were to be compiled first, a similar compiler error would be displayed. However, compile Game first and ObjectReference would compile just fine. anyway, back to lurking... good luck on the mod icecreamassasin. Link to comment Share on other sites More sharing options...
icecreamassassin Posted October 24, 2015 Author Share Posted October 24, 2015 I guess I was thrown off because I've never had a script look to another script during compiling aside from an extends line and I guess I just didn't notice is sloppy's script that one of the other scripts was getting it's function called from within the other script. I guess I just wasn't thinking clearly when I was looking at them the first time. I got them figured out and applied. Thanks (to both of you) Link to comment Share on other sites More sharing options...
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