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Unresolved function name #30
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Disregard this response, I was in error. |
Huh, using your script code didn't work either, failing with the very same error.
Also, I'm not quite sure why this script wouldn't work? The Skyrim compiler compiles this just fine. Calling on self or parent is not required, nor is saving the result of a function call to a variable. |
Ahh, looking at the Be sure to decompile the games scripts and reference those directly (those which are "Native") ie, Also be sure to use your editors "search across files" function eg, search for 'ActorBase' to find all it's uses; specifically native functions that return one. The function you'll be looking for is The alternate method is Always be sure to sanity check your inputs and outputs - never trust anything or anyone - especially yourself and your own code Edit:
True, self is implied (the compiler sticks it in behind your back). And the compiler should autogenerate a hidden variable to store the result. But it's bad practice to do both of those things as it leads to code smell. Just because your car lets you drive into a brick wall doesn't mean you should do it. ;) |
I'm not actually looking to compile for Starfield, just for Skyrim.
All Skyrim scripts have official source files packed with the CK. And
I mean yeah, calling
Sure, I agree. I wouldn't use this code for anything I would actually do with payprus. I just wanted to provide a minimal example of my error so I just everything else. |
Sorry to muddy the issue, I've been fighting with Caprica for Starfield and my brain automatically read "Starfield" when on closer inspection you are, indeed, talking about "Skyrim Special Edition". I've found the VM sometimes generates errors if you don't give it an explicit variable to return a result to when compiling with Caprica in some circumstances. eg, As far as class inheritance goes, I haven't found that to be an issue myself. But I am not using Caprica for an older title - tbh, not sure why you are when there is the "proper" compiler available but that isn't really relevant here. I do question your paths, the typical (default Bethesda) setup is to have the vanilla script sources in fwiw, I compiled targeting FO4 and SF (I don't even have any version of SK installed) and these are the results I got from the following script example:
Native FO4 Compiler (through the CK): No errors, file compiled Caprica v0.3.0 (FO4, command line): No errors, file compiled
Caprica v0.3.0 (SF, command line): No errors, file compiled
Even if I bungle the import path to This issue must be exclusive to targeting Skyrim [Special Edition] or your command line or your game setup. |
The path |
Yes, all my actual mods script sources are on a completely different drive and the compilers are happy with that as long as you point to them correctly. Your inheritance issue is an odd one though - did something overwrite the |
No, I made sure that |
fwiw, I wouldn't use "an open source alternative" simply because it's open source. I choose my tools based on correctness of output. I was always suspicious of Caprica's output and with my problems with SF scripting I am even more so suspicious of it. In my case it's a script constant which I update with every version:
However, this works:
When I try to decompile the script with Champilion I get errors about instruction nodes and it won't output anything. Again, completely unrelated to your issue other than I don't trust Caprica as of late. |
That's a good point and very weird behavior! Maybe make a separate issue for your findings :) |
That's a fair response.
The compiler can take a week for all I care - what is important is the speed (and correctness) of the code it's producing. ;) |
Hi, I have some issues compiling a Skyrim script as it doesn't detect some function names. Here is an example to reproduce.
Thank you for this project. Looks very cool!
My script:
Calling Caprica
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