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Compile Error - Custom Script vs MonsterShadow

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UT Name: Dame. Vandora UT Since: 2011 Gender: Gender:Female
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PostPosted: Thu Apr 12, 2018 12:29 am
PostPost subject:No icon Compile Error - Custom Script vs MonsterShadow
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Does anyone know any idea to get around this or what causes this?

I was compiling a new subclass and when finished, it doesn't complete as this MonsterShadow comes up with an error, preventing me to finish a custom script.

The script I wrote is fine in a standalone vanilla map. But when MonsterHunt.u was there, this MonsterShadow error steps in the way.

I tried to copy the original from the standalone vanilla map and paste it but it didn't work.

The custom script I made is dependent on a .u file, so I only know how to MyLevel it but not how to make it an individual file (Which I guess it'll make mismatch or something).

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*I tried uploading on the forum but got the errors.

Edit: Just got the memo and it's rather late: Don't load MH.u b4 having to code. Load MH.u last and use Higor's build. Oh well.
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UT Name: Demona UT Since: 2000
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PostPosted: Tue May 08, 2018 11:43 am
PostPost subject:No icon Re: Compile Error - Custom Script vs MonsterShadow
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I'm late but to complete the answer, scripts can't be compiled if MonsterHunt.u is loaded (its source code was erased from the .u by the author to prevent edits, UEd checks every loaded scripts and fails).

If you're scripting in UEd, a workaround is to script and compile in a side map where MonsterHunt.u isn't loaded.
If the script is in a .u file you then open it normally from the MH map.
If the script is in MyLevel, save your side map, then open the MH map in the same UEd instance where you compiled and saved, place whatever actor uses the script in the MH map, save and exit (make sure you don't have any other UEd instance with the MH map open or it will prevent saving, iirc - i always check date of modification after saving to make sure).

If you have to modify your MyLevel script, delete the actors that use it from the MH map (or any reference to it, like the prototype of a creature factory etc.), save and exit. Then repeat the above process.


I don't know what Higor's build is but since he's a great programmer his solution may be more convenient. : )
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