Here something i'm experimenting with.
When you open Daggerfall Unity source (or a multi-root workspace that includes DU files), commands 'go to definiton' and 'peek definition' on a TEMPLATE action point to the C# source file:
the other way around also works: a console command finds all references of C# action inside quests that are available in workspace
I think it's great how it all fits together when you open the repository with VS Code.
Quest Editor
- Hazelnut
- Posts: 3015
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Quest Editor [0.12.0]
That's freaking awesome.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- BadLuckBurt
- Posts: 948
- Joined: Sun Nov 05, 2017 8:30 pm
Re: Quest Editor [0.12.0]
Holy.....
I'd ask if you're a wizard but your avatar clearly shows you're a Lich
That's freaking amazing, I hope to get into quests soon after I wrap up some stuff I'm working on.
I'd ask if you're a wizard but your avatar clearly shows you're a Lich
That's freaking amazing, I hope to get into quests soon after I wrap up some stuff I'm working on.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- Hazelnut
- Posts: 3015
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Quest Editor [0.12.0]
Is that feature (linking to c# scripts) in the released version yet? I got 0.12.0 and if it's in there, it doesn't work for me.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Quest Editor [0.13.0]
Version 0.13.0 available on Nexus.
- Jay_H
- Posts: 4062
- Joined: Tue Aug 25, 2015 1:54 am
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Re: Quest Editor [0.13.0]
A valid quest expression is considered invalid:
Its effect is to display message 1012 once the first spawn happens. I just tested it in 0.10.22 and it works.
Its effect is to display message 1012 once the first spawn happens. I just tested it in 0.10.22 and it works.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Quest Editor [0.13.0]
Thank you for telling me Jay. I'll fix it and update the list of actions and conditions.
New version of VSCode also introduced support for semantic highlighting, which should allow for a better match of TEMPLATE symbols, global variables and everything that doesn't have consistent syntax.
New version of VSCode also introduced support for semantic highlighting, which should allow for a better match of TEMPLATE symbols, global variables and everything that doesn't have consistent syntax.
- Jay_H
- Posts: 4062
- Joined: Tue Aug 25, 2015 1:54 am
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Re: Quest Editor [0.13.0]
Thank you Never urgent but I'm happy to give feedback.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Quest Editor [0.13.0]
Version 0.14.0 is available on Nexus.
This is a quick update to support msg parameter and other actions that have been added recently. I have a few improvements planned but they will be added with 0.15.
This is a quick update to support msg parameter and other actions that have been added recently. I have a few improvements planned but they will be added with 0.15.