ceedj Posted May 31, 2013 Share Posted May 31, 2013 Hi gang, my C++ hook doesn't seem to work with external scripts, likely because they are called from script.img. So, if I remove JUST the Zero Ambience script, Sanny Builder will generate a main.scm and the external for the img archive, right? Then I just back up my originals, replace with IMGTool and start a new game, all should be good? I would need to remove the entry from the 4th or 5th section as well, correct? Kind of silly, but the majority of the episode in question takes place in Zero's shop, and I don't want the clerk and Beefy Bomber marker in there. Thanks! I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets Link to comment Share on other sites More sharing options...
ZAZ Posted May 31, 2013 Share Posted May 31, 2013 (edited) The order will be wrong if you remove any external. The external scripts are called by order number of the defined table which is the same order as they're placed in the decompiled source text by removing 4th external, then the 5th will be the 4th and if then the 5th is called then the 6th will be started And main.scm and script.img must allways be the compilation result of the same source text, otherwise it crashes by dancing or basketball solution for you: replace the unlike external script with an empty dummy script Edited May 31, 2013 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
fastman92 Posted May 31, 2013 Share Posted May 31, 2013 (edited) The order will be wrong if you remove any external.The external scripts are called by order number of the defined table which is the same order as they're placed in the decompiled source text by removing 4th external, then the 5th will be the 4th and if then the 5th is called then the 6th will be started And main.scm and script.img must allways be the compilation result of the same source text, otherwise it crashes by dancing or basketball solution for you: replace the unlike external script with an empty dummy script Not empty script. It will crash the game. Correct script: 004E: terminate_this_script Not true about the order of scripts. In Sanny Builder it is: DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0 0926: get_number_of_script_instances_of_streamed_script 0 (PLAYER_PARACHUTE) store_to $Script_Status In properly decompiled main.scm by SB there will be no integer values, but instead identifiers of external scripts. Edited May 31, 2013 by fastman92 Link to comment Share on other sites More sharing options...
ThirteenAG Posted May 31, 2013 Share Posted May 31, 2013 I think 0459: end_thread_named 'INT' should work too. Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
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