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#1 |
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Registered User
Join Date: Sep. 14th, 2003
Posts: 12
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Compiling scripts with no error checking?
Anytime I create scripts, it gives me the error:
Error: C:\...\Core\Classes\Object.uc(1) : Error, Missing 'Class' definition Which is wierd since I can still play the game. If I use WOTGreal Exporter or UTPT I can see most of the code (other than the few bugs it has with native functions and for/while/do loops), so I know its there. I believe the code is in some way "hidden". So, instead, what I would like to know is a way to compile scripts (through UnrealEd, ucc make, or a third party compiler) without the compiler checking for errors (if it is even possible). I haven't had any luck searching the internet. Thanks. |
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#2 |
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It's a bit strange that the compiler complains about something in the Core package, be cause you should never compile default packages.
The compiler always checks for errors, but I would recommend using UMake because I know it works and you don't have to mess with INI files and EditPackages.
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Everything you ever wanted to know about replication | UnrealScript security considerations <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort <TNSe> nono <TNSe> its always funny to find code a week later you dont even remember writing <Pfhoenix> what's worse is when you have a Star Wars moment <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!" |
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#3 | |
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Registered User
Join Date: Sep. 14th, 2003
Posts: 12
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Quote:
Sorry, I think you misunderstood (or I phrased it wrong). If I make a simple program like: Code:
class something extends Actor
defaultproperties
{
}
If I use UnrealEd to export all the classes they are all blank, only showing defaultproperties, no code, but if I use WOTGreal or UTPT I can see the code in all the packages. This makes me think that the code in the .u files is hidden. But either way, I just need a way to compile without it looking for errors, if its possible. |
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#4 |
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You may want to mention what game this is for? Sounds like Raven Shield or similar, I know that you can't export the classes from that - all you get is empty defaults and not much else.
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#5 | |
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Registered User
Join Date: Sep. 14th, 2003
Posts: 12
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Quote:
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#6 |
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Yes, it has a lot to do with it. You're not the first person that's mentioned this error. There seems to be some type of obfusication in Raven Shield that prevents modding.
As for just compiling w/out checking for superclasses, I have never heard of being able to do that. It just doesn't sound like it would be a good idea if it was possible, though. Last edited by JamesKilton; 14th Sep 2003 at 05:52 PM. |
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#7 |
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Registered User
Join Date: Sep. 14th, 2003
Posts: 12
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Well, there have been people who have compiled scripts for Raven Shield (TAT_Neo, r00t316), so there has to be a way around it.
I've asked both of them and the only answers I get is that they gave their word they wouldn't tell anyone. |
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#8 | |
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Quote:
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#9 |
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If UbiSoft didn't want people to mod their game, then they will do things like this. Again those people probably either changed the UCC compiler or some other illegal method. I don't know how to do it myself ...
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#10 | |
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Registered User
Join Date: Sep. 14th, 2003
Posts: 12
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Quote:
Well, actually, while it was being developed they kept saying that user created mods would be possible. Of course, after it was released they said the "SDK" will be released in December. Anyways, if they are bypassing it by some illegal way, then I guess I'll just wait until December. |
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#11 | |
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Quote:
it's true that you can't export it... but with the advanced exporter of WoTGreal you can easily decompile the .u Files. (took me about 10 minutes to find that out) |
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#12 |
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That was stated from what others have told me, I don't actually own the game
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