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As titled. I don't know if this has always been the case, or its specific to H1A or its due to an update to MCC. But I discovered this while experimenting with stubs.
If you try to create a stub without defining it the following error is produced when the script is compiled.
[test_script line 1] i expected (script stub <type> <name> <expression(s)>): (script stub void say_hello)
Looking through the level scripts "base_a10.hsc" has stub scripts with bodies.
I've been a bit busy myself. Anyway I've managed to install (Halo 1 CE with) legacy HEK, and can confirm that stubs require initial definition. So the workaround for blank stubs would be to just use the print keyword.
As titled. I don't know if this has always been the case, or its specific to H1A or its due to an update to MCC. But I discovered this while experimenting with stubs.
If you try to create a stub without defining it the following error is produced when the script is compiled.
[test_script line 1] i expected (script stub <type> <name> <expression(s)>): (script stub void say_hello)
Looking through the level scripts "base_a10.hsc" has stub scripts with bodies.
...
(script stub void halo_setup (print "Joe's Cool Cinematic"))
...
When compiled single/multiplayer maps are run in MCC their stub scripts will still execute.
So they're overridable static scripts. But can only be overridden once (it can still be in a different script file).
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