DrZombi
Content Creator
- Joined
- Jul 10, 2016
Hi Colin,
Since Pim_gd did not want to add my modifications into the Official DA release, I think that I'll have to build my own extension, just like yours.
But as I am not a flash/as3 developer, I am unable to build a working .swf when building a new project from scratch. Could you please help me (and maybe others) transform your own mod into a starting template ?
Because I tried to create a new as3 project in FlashDevelop and adding your mod into it but it just won't build. (Yep, the file is in the src folder which is in the classpath, and yes, the Flash SDK is referenced). There may be some things missing but I just don't know what.
The errors I get when trying to build your file are similirar to those ones:
Error: Call to a possibly undefined method createProxy.
lp2 = lProxy.createProxy(g, "setAuto");
So the builder does not know those methods, which is probably normal if the needed classes are not imported. So going to the next errors:
Error: Definition com.adobe.images could not be found.
import com.adobe.images.*;
Ok so here is a first package which cannot be imported. By searching a bit I found that it comes from another project, the AS3CoreLib: Google Code Archive - Long-term storage for Google Code Project Hosting.
But I did not find in your code where you do utilize those classes, maybe I won't need them ?
And then, I finally get those errors:
Error: Definition obj could not be found.
import obj.*;
Error: Definition obj.animation could not be found.
import obj.animation.*;
Error: Definition obj.dialogue could not be found.
import obj.dialogue.*;
Error: Definition obj.ui could not be found.
import obj.ui.*;
And for those ones I don't know at all what I am supposed to import. My guess would be that it is classes from the SDT game but I did not find such imports in DialogueActions itself so I'm not really sure. Do I really need those classes ? Why ? And how can I found them and feed them to my project ?
I could probably be able to re-create my triggers in a standalone mod just like yours but I really need a hand to start because I'm totally lost with flash and all the SDT/Loader architecture.
Many thanks in advance if you can take some time to help me and explain how this work :)
EDIT: I found the API.as files in the ModGuy DevExamples. I'm now starting again by mixing his & yours ;)
I think I got the skeleton now, I'll try to re-add my first triggers and let you know. Still many thanks for your work which makes me save a LOOOOOOT of time :)
EDIT-2: I did manage to build a .swf which seems to work (from the first tests I ran). But it works only when I load it myself from the GUI. If I put it in the $INIT$ folder, it just fails to load... Did you encounter the same problem with your mod ? Does DA needs a particular amount of time to load before its API is listening to other Mods ? How did you worked this around ?
Since Pim_gd did not want to add my modifications into the Official DA release, I think that I'll have to build my own extension, just like yours.
But as I am not a flash/as3 developer, I am unable to build a working .swf when building a new project from scratch. Could you please help me (and maybe others) transform your own mod into a starting template ?
Because I tried to create a new as3 project in FlashDevelop and adding your mod into it but it just won't build. (Yep, the file is in the src folder which is in the classpath, and yes, the Flash SDK is referenced). There may be some things missing but I just don't know what.
The errors I get when trying to build your file are similirar to those ones:
Error: Call to a possibly undefined method createProxy.
lp2 = lProxy.createProxy(g, "setAuto");
So the builder does not know those methods, which is probably normal if the needed classes are not imported. So going to the next errors:
Error: Definition com.adobe.images could not be found.
import com.adobe.images.*;
Ok so here is a first package which cannot be imported. By searching a bit I found that it comes from another project, the AS3CoreLib: Google Code Archive - Long-term storage for Google Code Project Hosting.
But I did not find in your code where you do utilize those classes, maybe I won't need them ?
And then, I finally get those errors:
Error: Definition obj could not be found.
import obj.*;
Error: Definition obj.animation could not be found.
import obj.animation.*;
Error: Definition obj.dialogue could not be found.
import obj.dialogue.*;
Error: Definition obj.ui could not be found.
import obj.ui.*;
And for those ones I don't know at all what I am supposed to import. My guess would be that it is classes from the SDT game but I did not find such imports in DialogueActions itself so I'm not really sure. Do I really need those classes ? Why ? And how can I found them and feed them to my project ?
I could probably be able to re-create my triggers in a standalone mod just like yours but I really need a hand to start because I'm totally lost with flash and all the SDT/Loader architecture.
Many thanks in advance if you can take some time to help me and explain how this work :)
EDIT: I found the API.as files in the ModGuy DevExamples. I'm now starting again by mixing his & yours ;)
I think I got the skeleton now, I'll try to re-add my first triggers and let you know. Still many thanks for your work which makes me save a LOOOOOOT of time :)
EDIT-2: I did manage to build a .swf which seems to work (from the first tests I ran). But it works only when I load it myself from the GUI. If I put it in the $INIT$ folder, it just fails to load... Did you encounter the same problem with your mod ? Does DA needs a particular amount of time to load before its API is listening to other Mods ? How did you worked this around ?
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