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V'Ger
Gameop
Joined: Tue Sep 25, 2007 7:27 pm Posts: 530 Location: Long Island
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 Script Editor?
I have gotten tired of using notepad to edit my twx scripts, and was wondering if there was something out there (hopefully free) that people have been using that is a little bit more friendly for it?
Thanks.
_________________ If you have a building game, they will come...
Proud Sysop of ICE9 TWGS Home of Building and Non Regulated Games http://www.oregonsouth.com/ice9 telnet://ice9-tw.com:2002
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Thu Jan 24, 2008 11:14 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Script Editor?
V'Ger wrote: I have gotten tired of using notepad to edit my twx scripts, and was wondering if there was something out there (hopefully free) that people have been using that is a little bit more friendly for it?
Thanks. ConTEXT ( http://www.context.cx/ is the editor I use and it seems pretty good. You can download the keyword file (highlighter) that will help in debugging since it color codes everything. Last I knew it was free for personal use. I believe there is a twxproxy.chl file on grimytrader that you can use to highlight with - you can always modify the highlighter.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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Thu Jan 24, 2008 11:43 am |
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Gray Lensman
Ensign
Joined: Sun May 29, 2005 2:00 am Posts: 234 Location: USA
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 Re: Script Editor?
It is a freeware program 
_________________ Today just proved it again, ETERNALLY NOOB <grin> IMNSHO and YMMV as always,
Dan
"The greastest lesson in life is to know that even fools are right sometimes" Winston Churchill "A person who never makes mistakes seldom makes anything else." Christine Friberg "Above all, remember that you are the master architect. If a chart gives you a result that you don't like, throw the book out the window and make your own choices!"World Builders Guidebook, 1996, TSR Inc., Page 3
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Thu Jan 24, 2008 1:43 pm |
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V'Ger
Gameop
Joined: Tue Sep 25, 2007 7:27 pm Posts: 530 Location: Long Island
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 Re: Script Editor?
Thanks guys, this looks like exactly what I was looking for.
_________________ If you have a building game, they will come...
Proud Sysop of ICE9 TWGS Home of Building and Non Regulated Games http://www.oregonsouth.com/ice9 telnet://ice9-tw.com:2002
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Thu Jan 24, 2008 3:40 pm |
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Wildstar
Lieutenant
Joined: Fri Apr 05, 2002 3:00 am Posts: 580 Location: USA
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 Re: Script Editor?
I use Editlite I think its called. Alexio turned me on to it. It is pretty cool.
_________________ My scripts can be downloaded at http://www.grimytrader.com/.
Ore *****.
Even in my signature it's blocked out.
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Fri Jan 25, 2008 8:02 am |
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Zarkahn
Lieutenant
Joined: Sat Nov 06, 2004 3:00 am Posts: 600 Location: USA
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 Re: Script Editor?
you remember how to script WS? lmao just messing with ya...
I use Context as well
_________________ Its not the Kill, Its the Thrill of the Chase
S: Min: 297 Max: 437 Average: 410 -- Just here to attack aliens
S: High/Low Removed Average: 421
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Fri Jan 25, 2008 10:08 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Script Editor?
Wildstar wrote: I use Editlite I think its called. Alexio turned me on to it. It is pretty cool. I used to use Editpad Lite some time ago and liked it until I came across conTEXT. The main draw for me is the highlighter and while it doesn't stop scripting errors - esp the one I seem most prone to, it helps a lot in the debug process. The error I have most often? Using $currentline instead of currentline - not sure why I try to make currentline a var -- doesn't work very well when evaluating it. 
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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Fri Jan 25, 2008 1:11 pm |
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Zarkahn
Lieutenant
Joined: Sat Nov 06, 2004 3:00 am Posts: 600 Location: USA
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 Re: Script Editor?
heh heh my most common one is forgetting a quote...
easy to find with the line numbers in context though...
settrigger bust :bust "Suddenly you're Busted!
normally its the last part I added to a script... get in a hurry... laff
but the missing end will always show last line in a file
_________________ Its not the Kill, Its the Thrill of the Chase
S: Min: 297 Max: 437 Average: 410 -- Just here to attack aliens
S: High/Low Removed Average: 421
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Fri Jan 25, 2008 1:18 pm |
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V'Ger
Gameop
Joined: Tue Sep 25, 2007 7:27 pm Posts: 530 Location: Long Island
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 Re: Script Editor?
I have been trying to write some more elegant scripts, using goSub commands and the like to read in files, and other things that may been to be done multiple times, what I keep forgetting to do is initialize the counter variable at the start of the sub, it took me about 2 hours the other night to figure out why something wasn't working, and just reading an EOF char in certain situations. 
_________________ If you have a building game, they will come...
Proud Sysop of ICE9 TWGS Home of Building and Non Regulated Games http://www.oregonsouth.com/ice9 telnet://ice9-tw.com:2002
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Fri Jan 25, 2008 1:47 pm |
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Traitor
Lieutenant Commander
Joined: Thu Mar 21, 2002 3:00 am Posts: 890 Location: USA
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 Re: Script Editor?
I use textpad. But there is a different editor that I'll be using soon. very soon. heh.
_________________ http://tw-cabal.navhaz.com - THE TW info site
Man, I gotta quit showing up here...next thing you know i'll get dragged back in.
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Fri Jan 25, 2008 3:56 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Script Editor?
V'Ger wrote: I have been trying to write some more elegant scripts, using goSub commands and the like to read in files, and other things that may been to be done multiple times, what I keep forgetting to do is initialize the counter variable at the start of the sub, it took me about 2 hours the other night to figure out why something wasn't working, and just reading an EOF char in certain situations.  Remember inserting a pause can be your best friend when debugging. Run, pause, check triggers and variables. Working in modules is the best way to do things. If the module works and then it doesn't act right later, I can track down the problem a lot faster. A script with 1000+ lines written w/o modules can cause you to go crazy trying to figure out what is wrong.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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Fri Jan 25, 2008 9:10 pm |
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LoneStar
Commander
Joined: Fri Jun 09, 2006 2:00 am Posts: 1393 Location: Canada
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 Re: Script Editor?
Traitor wrote: I use textpad. But there is a different editor that I'll be using soon. very soon. heh. A Compiler, wish I had 
_________________ ---------------------------- -= QUANTUM Computing 101: 15 = 3 x 5 ... 48% of the time. -= There are 10 types of people in the world: Those that understand Binary and those who do not -= If Oil is made from Dinosaurs, and Plastic is made from Oil... are plastic Dinosaurs made from real Dinosaurs? -= I like to keep my friends and my enemies rich, and wait to see which is which - Tony Stark (R.I.P.)
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Fri Jan 25, 2008 9:39 pm |
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LoneStar
Commander
Joined: Fri Jun 09, 2006 2:00 am Posts: 1393 Location: Canada
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 Re: Script Editor?
Promethius wrote: Remember inserting a pause can be your best friend when debugging. Run, pause, check triggers and variables. Working in modules is the best way to do things. If the module works and then it doesn't act right later, I can track down the problem a lot faster. A script with 1000+ lines written w/o modules can cause you to go crazy trying to figure out what is wrong. Code: WaitFor (#179 & "Turns") handy for 'stepping' through code. need only press / $0.02
_________________ ---------------------------- -= QUANTUM Computing 101: 15 = 3 x 5 ... 48% of the time. -= There are 10 types of people in the world: Those that understand Binary and those who do not -= If Oil is made from Dinosaurs, and Plastic is made from Oil... are plastic Dinosaurs made from real Dinosaurs? -= I like to keep my friends and my enemies rich, and wait to see which is which - Tony Stark (R.I.P.)
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Fri Jan 25, 2008 9:56 pm |
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V'Ger
Gameop
Joined: Tue Sep 25, 2007 7:27 pm Posts: 530 Location: Long Island
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 Re: Script Editor?
I have a module that is just a delayTrigger, usually set for 15 to 30 seconds, that I use to get a snapshot of the variables and triggers...
_________________ If you have a building game, they will come...
Proud Sysop of ICE9 TWGS Home of Building and Non Regulated Games http://www.oregonsouth.com/ice9 telnet://ice9-tw.com:2002
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Fri Jan 25, 2008 10:15 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Script Editor?
LoneStar wrote: Promethius wrote: Remember inserting a pause can be your best friend when debugging. Run, pause, check triggers and variables. Working in modules is the best way to do things. If the module works and then it doesn't act right later, I can track down the problem a lot faster. A script with 1000+ lines written w/o modules can cause you to go crazy trying to figure out what is wrong. Code: WaitFor (#179 & "Turns") handy for 'stepping' through code. need only press / $0.02 I am going to have to use that idea - better than pause and delays as you control it however you want.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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Sat Jan 26, 2008 2:13 am |
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