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Messages - mixxit

Pages: [1] 2
1
Scripting & Programming / Re: Inventory Stuff
« on: Mar 08, 12, 02:22:03 AM »
that would be really great if you could do that! thanks man :-)

2
Scripting & Programming / Re: Inventory Stuff
« on: Mar 07, 12, 09:48:06 PM »
One thing this tutorial tells me is that a lot of people actually do want to have the same sort of inventory system as other people rather than writing their own

Perhaps the community could work together to create a set of base systems that people want to use for their own games - for example I'm sure a lot of people want the same sort of Inventory and Item systems found in most MMOs but don't want the hassle of taking apart Hero's Journey

Apart from the benefits of learning how to do this by starting at it manually, I think that having a solid community made inventory would serve as a good tutorial in itself and save people reinventing the wheel - or leaving through frustration that they can't do something as simple as an inventory then how will they be able to write something more complex like a crafting system or combat

3
thanks! just what i need!

4
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: Mar 07, 12, 04:47:01 PM »
Ok I think i figured out what happened, because I just dragged the XML files into the repository it didn't seem to create a prototype so I didn't need to actually use cpfc to make the PopUp prootype as the guixml panel should do that for me

To fix this I deleted the xml files, and recreated them using the GUI XML panel and that seemed to make the necessary prototypes that the other code was searching for

Maybe you could edit this tutorial a bit and explain the process for your tutorial line:

Quote
Next, Create the following GUI XML files

5
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: Mar 07, 12, 04:31:34 PM »
Now I have a new error

Code: [Select]
22:27:34: SYSTEM:System:{NONE} ERROR 0 : "Parser Error: unknown command"
22:27:39: !ERROR!HeroScript::HeroMachine::ScriptError:GOM::getVariableReferenceFromNode (10757): requested node ID (0) not found
22:27:39: !ERROR!System:SCRIPT ERROR: GOM::getVariableReferenceFromNode (10757): requested node ID (0) not found
03/07/2012 22:27:32
Call trace:
  Script PopUpClassMethods line 7 me[1000000303]
starting method/function ONCONTROLBUILD
starting me[id=1000000303 class=PopUp]
22:27:49: Refreshing clientScriptOrganizer.
22:30:17: Refreshing guiXMLOrganizer.
22:30:17: Adding missing GUIXML controls to organizer
22:30:17: Finished adding missing GUIXML controls to organizer

Line 7 is

Code: [Select]
  flow.TopMargin = 0
Would that mean that flow has no TopMargin? I don't understand why this is so complicated

6
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: Mar 07, 12, 04:28:35 PM »
Looks like that error has gone away now that I see this has happened in the console

Quote
22:25:30: SYSTEM:System:GOM updated from repository

Guess I was impatient

7
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: Mar 07, 12, 04:26:14 PM »
I created a prototype PopUp from the class PopUp but the error is still there about no defined prototype

Code: [Select]
|CPFC "PopUp", "PopUp"

8
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: Mar 07, 12, 04:22:50 PM »
Code: [Select]
22:21:35: !ERROR!HeroScript::HeroMachine::ScriptError:Exception DefinitionNotFoundException in function 'createNodeFromPrototype' definition not found: PopUp
22:21:35: !ERROR!System:SCRIPT ERROR: Exception DefinitionNotFoundException in function 'createNodeFromPrototype' definition not found: PopUp
03/07/2012 22:21:28
Call trace:
  Script InvPopUpClassMethods line 3 me[id=1000000278 class=InvPopUp]
  Script Input_Command line 8 me[9223372055763131540]
starting method/function ONCMDSTOP
starting me[id=9223372055763131540 class=E_playerAccount,HBNode,CharacterNode,_ACCControllerOwner]

For some reason it can't find the popup - i think it's looking for a prototype but I can't see this guide creating a PopUp prototype

Any ideas?

9
How can I jump to an error in a script like I can do in visual studio?

10
Developer Created Tutorials / Re: Press "I" to open a gui window
« on: Mar 07, 12, 11:19:05 AM »
What do you mean add xml file? Do you mean in GUI XML in organizer?

found it, guixml folder in the repository!

11
Scripting & Programming / Re: Inventory Stuff
« on: Mar 05, 12, 08:00:10 PM »
Restart the client and then check to see if the prototype is there, have had to restart sometimes and reenter the prototype and make sure you are putting it in the right location (server).

--josh

That was it! I was putting the header code in the client side


Also then got the issue mentioned above about it stuck 'Loading...', appeared I didn't have itemType so i removed these two line and it's now showing displayName correctly

    add back "ItemType" to headers
    me.collectionHeaderMapFieldNameToDisplayName[ "itemtype" ] = "Type"

Yay!

12
Scripting & Programming / Re: Inventory Stuff
« on: Mar 05, 12, 05:56:09 PM »
That makes sense.  I never did figure out how to use the AddCollectionHeader method because I also was thinking that was supposed to be in a script somewhere and was clueless where it would go.  I never even considered it was something that can be executed from a command. But it makes perfect sense now.

So, I have been doing my headers completely different...the only way I could figure out how to do it.  I suppose I can do it the "correct" way now.

Just for reference, here is how I am currently doing it.  This is in the SpecOracleClassMethod.

Code: [Select]
method ListCollectionHeaders() as List of String
  //
  // Returns a list of header names for the Spec Selector Editor to display
  //
  headers as List of String
  if me.collectionHeaders.length = 0
    // use default of specKey and prototype Name
    add back "SpecKey" to headers
    add back "ItemType" to headers
    me.collectionHeaderMapFieldNameToDisplayName[ "itemtype" ] = "Type"
    add back "displayName" to headers
    me.collectionHeaderMapFieldNameToDisplayName[ "displayname" ] = "Name"
  else
    headers = me.collectionHeaders
   
    hasSpecKey as Boolean
    foreach h in me.collectionHeaders
      if tolower( h ) = "speckey"
        hasSpecKey = true
      .
    .
    if not hasSpecKey
      add front "SpecKey" to headers
    .
  .
  return headers
.

This doesn't seem to change my headers when I add this

13
Scripting & Programming / Re: Inventory Stuff
« on: Mar 05, 12, 05:42:06 PM »
yeah i didnt do that step as it doesnt specify where that script goes, ie spec class, oracle class, or utils class methods i did try to add it to spec class and got compile errors so didnt save it.. since the last thing that step by step was telling you to create the client side class methods and adjust things there..

i did load journey up yet again to search for that var oracle and did not find it in the itemspec class nor itemspecoracle server or client. if its just a blank script i tried that also client side and got compile errors on bout every line..

I had this same problem as the guide had no destination for the information to go to

Having someone execute a command to update it also seems a bit clunky, shouldn't there be a place this goes so the column headers are always shown correctly?

14
System Node Configuration GUI is the preferred method to do that because it handles the communication to update any instantiations of a System Node to reflect the changes you have made. (this is right below where you inserted extra text.)

Which leads you this page

http://hewiki.heroengine.com/wiki/System_nodes#Adding_a_game-specific_class

One of the first paragraphs is:

Using the System Node Configuration GUI

Opening the System Node Configuration GUI requires you to access the hidden Utilities Interface by pressing F5. On the TOOLs tab, you will find an option to open the System Nodes Configuration GUI.

Hope this helps.

I don't know how I managed to not understand that line it makes much more sense now and it was literally right next to it

15
Oh!

That explains things more - so the line that said

Quote
13. Follow these directions for overriding the $SPECORACLEUTILS system node with a game-specific version.

It actually meant the steps below? Not the hyperlink that was over it?

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