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UnrealScript Ext for ModBuddy


TeamDragonpunk

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Ah, ok, then I misunderstood terminlogy. I don't get autocomplete of any kind.

 

If I type a local variable name, nothing pops up until I force it do so with ctrl-J. Once I type a fullstop, it doesn't list members, except the 4 in the initial screenshot I provided, and it's the same four for any variable type.

 

All I have is syntax highlighting.

 

Ok, it sounds like you're experiencing the same issue as Lucubration, so please help us fix this by providing information:

 

1. What OS?

2. What Primary Language for your system and ModBuddy?

3. What version of Microsoft Visual Studio? What year?

4. Are you using the new package released Saturday?

5. Did you review the steps in the Original Post (I just updated them).

 

I'll definitely sponsor Alex until we get all the bug fixes worked out. It's the engineer in me, that I can't have my name associated with bad code lol.

 

 

1. Win 8.1

2. Ebglish

3. 2015 Community

4. Yes, I just downloaded it again for this attempt

5. Yes, I followed the updated steps

 

I also don't see it installed as an extension in ModBuddy, and don't get the error at the moment. I will try using it in the core game scripts (that's what you were suggesting?) when I get home to see if there are additional options. I don't leave them in my mod, though, so I don't know how useful it will be if the extension can't pick them up from the Src folder (or wherever they originate) in the SDK instead of needing them in the mod project.

Edited by Lucubration
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@Lucubration Did you test it with a new default mod, where the src/xcomgame files are present?

 

Hunh. No, I hadn't tried that yet; my standard practice is to delete the XComGame folder because I don't want duplicates compiled into my code.

 

Is it turns out, if I make the mod with the default scripts in there, it does pick them up and give me intellisense. Neat! Not sure how practical that will be, though, since I don't want the Src/XComGame stuff built into my mods.

 

Is there some way to have it in the project to pick it up with the extension but not compile it into the mod for publishing?

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@Solariz and @Lucubration I think you both picked up on a great use case! Would you be willing to test something please? Until this extension is actually incorporated into Modbuddy, it works by parsing the game source files immediately when ModBuddy runs. As you've both discovered, there won't be automatic intelliSense if you've deleted the game source files when implement modding "best practices" by removing the source code for publishing (which is the correct thing to do).

 

So, here is my first recommendation. Would you please try:

 

1. creating a default mod with the game source code, that you don't publish.

2. Close ModBuddy.

3. Reopen ModBuddy and see if the extension parses the game code in the default mod, and provides automatic intelliSense for your published mod without the game source files.

 

I'm hoping simply having this mod saved in ModBuddy will be enough to allow our extension to parse the game files, and won't require you to have the actual game source files in your published mods. If this works, then I'll update the OP by saying that you do need at least one unpublished mod with the game source for the extension to work correctly.

Edited by TeamDragonpunk
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May I ask you a huge favor. If you are no longer using Unity, would you try downloading and installing Microsoft Visual Studio 2015 Community? If that DOES work, then we'll know that the Unity version does not have the sufficient DLL. It's process of elimination at this point.

 

Sadly, I am still using Unity! But, now I understand better what this does! I don't have all the xcom files in my mod (started from scratch), so it's only auto-completing on stuff I've written myself. I'm ok with that. Sorry for the confusion.

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No, that does not work. I even tried opening the default mod first and then my mod, no auto-completion.

 

Just to make sure. You've kept the mod in and saved it already (as opposed to keep creating a new default mod). I'll check with Alex, but I can't think of why it wouldn't parse your game files if you've opened it with a saved mod that contains the game source files.

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I actually have just one "Default" mod that I open up in a second ModBuddy window for reference while working on my own mods. It does not share any intellisense information between the two with the extension loaded, or persist information when changing solutions in a single ModBuddy window.

 

I wonder if I can add the second mod project to the solution like in any other VS solution so that I can build only my own mod but have it parse both (and somehow magically do the linking between them for intellisense).

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Maybe you didnt understand me, I tried 3 things:

 

1. Opened 'default' mod where src/xcomgame files are present -> code completion

2. Opened 'default' mod, closed ModBuddy, opened mod w/o xcomgame files -> no code completion

3. Opened 'default' mod, opened mod w/o xcomgame files -> no code completion

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Maybe you didnt understand me, I tried 3 things:

 

1. Opened 'default' mod where src/xcomgame files are present -> code completion

2. Opened 'default' mod, closed ModBuddy, opened mod w/o xcomgame files -> no code completion

3. Opened 'default' mod, opened mod w/o xcomgame files -> no code completion

 

Solariz,

Understood and agreed. If/when this code gets incorporated into ModBuddy by Firaxis, this won't be an issue. That said, I agree with you that this issue makes the extension unusable for modding "best practices" (which I would like to adhere to as well). I've asked Alex to look at this and he has a few ideas for a work-around. I expect that we'll have to save and maintain a default mod in ModBuddy that you won't publish, but that should be an acceptable short term solution.

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