Warning: mysql_real_escape_string(): No such file or directory in /home/drsoda/scriptocalypse.com/wp-content/plugins/esh_wordpress_v1.2.1/easy-google-syntax-highlighter.php on line 50

Warning: mysql_real_escape_string(): A link to the server could not be established in /home/drsoda/scriptocalypse.com/wp-content/plugins/esh_wordpress_v1.2.1/easy-google-syntax-highlighter.php on line 50

Warning: Cannot modify header information - headers already sent by (output started at /home/drsoda/scriptocalypse.com/wp-content/plugins/esh_wordpress_v1.2.1/easy-google-syntax-highlighter.php:50) in /home/drsoda/scriptocalypse.com/wp-includes/feed-rss2-comments.php on line 8
Comments for Scriptocalypse http://www.scriptocalypse.com Lighting Bitmaps on Fire Wed, 19 Feb 2014 12:46:29 +0000 hourly 1 https://wordpress.org/?v=4.6.1 Comment on Batch Compiles and Makefiles With JSFL by jason van rensburg http://www.scriptocalypse.com/?p=46&cpage=1#comment-270 Wed, 19 Feb 2014 12:46:29 +0000 http://www.scriptocalypse.com/?p=46#comment-270 hi

i want to do something similar to this but i want to convert .ai vectors to fla with a script – is this possible? it must open a folder with all the vector and I have a to do a few steps in flash and then save as fla and html and swf (basic publish).

Any idea’s on how this can work? i have about 500 vectors i need to save like this.

Please help Jason

]]>
Comment on Batch Compiles and Makefiles With JSFL by Cal http://www.scriptocalypse.com/?p=46&cpage=1#comment-222 Wed, 27 Mar 2013 23:53:34 +0000 http://www.scriptocalypse.com/?p=46#comment-222 Thanks for posting this. Great help for anyone getting started/needing to batch compile anything.

I’ve jumped back into using JSFL for not only batch compiling, but for generating new fla files from a template. It’s tedious enough doing a few, but there probably will be 1000+ flas when all is said and done. The scripts ensure consistency and reduce errors. What’s great is that the logs can be read in again and checked for errors in the fla creation process.

Cheers, Cal

]]>
Comment on Extending the Unity 3D Editor by Fil http://www.scriptocalypse.com/?p=102&cpage=1#comment-214 Fri, 28 Dec 2012 15:33:57 +0000 http://www.scriptocalypse.com/?p=102#comment-214

The Horseman :
Are you referencing anything that’s related to the Editor outside the Editor folder? That will cause a problem for sure, because the editor classes are not exported into a standalone build.

yes, that’s the problem.
Now I’ve fixed using this script: http://wiki.unity3d.com/index.php/ImprovedFileBrowser

thanks for your reply 🙂

]]>
Comment on Extending the Unity 3D Editor by The Horseman http://www.scriptocalypse.com/?p=102&cpage=1#comment-213 Thu, 27 Dec 2012 15:04:25 +0000 http://www.scriptocalypse.com/?p=102#comment-213 I tried this out in my sample “PunyPlane” project, and indeed I can use UnityEditor and EditorUtilities, as long as the code that references them lives only in the Editor folder. No problems with a standalone build, as long as it all remains in the Editor folder.

Are you referencing anything that’s related to the Editor outside the Editor folder? That will cause a problem for sure, because the editor classes are not exported into a standalone build.

If the only place you explicitly call the EditorUtility or any other Editor classes is inside the Editor folder, I would look to see if any non-Editor classes are directly calling / using anything you’ve put into the Editor folder.

It’s definitely possible to publish a standalone when you use Editor scripting, or else half the libraries and assets that extend the editor wouldn’t work. 🙂

]]>
Comment on Extending the Unity 3D Editor by Fil http://www.scriptocalypse.com/?p=102&cpage=1#comment-212 Thu, 27 Dec 2012 14:21:11 +0000 http://www.scriptocalypse.com/?p=102#comment-212 @ The Horseman
Thanks for the reply. I can’t share the code at the moment. but what I want is just to know if is possible to use UnityEditor library and it classes in standalone build.

]]>
Comment on Extending the Unity 3D Editor by The Horseman http://www.scriptocalypse.com/?p=102&cpage=1#comment-211 Wed, 26 Dec 2012 17:36:41 +0000 http://www.scriptocalypse.com/?p=102#comment-211 Hi Fil,

At the time I did not use a directive, but that might be a good idea for you to try. I’m not currently at a computer on which I can try this out, so I cannot verify. If you zip up a sample project with only the desired code (that breaks) and post it online, I can have a look at it later.

]]>
Comment on Extending the Unity 3D Editor by Fil http://www.scriptocalypse.com/?p=102&cpage=1#comment-210 Wed, 26 Dec 2012 17:32:39 +0000 http://www.scriptocalypse.com/?p=102#comment-210 hi,
I’m trying to use EditorUtility.DisplayDialog and EditorUtility.OpenFilePanel functions and it works great in editor mode. but when i build the game, i get the error: The type or namespace name `UnityEditor’ could not be found. Are you missing a using directive or an assembly reference?
I tried to move it to Editor folder, but no success :_(
could you help me?

]]>
Comment on Flashing your C String by The Horseman http://www.scriptocalypse.com/?p=77&cpage=1#comment-208 Wed, 05 Dec 2012 23:39:48 +0000 http://www.scriptocalypse.com/?p=77#comment-208 The code from the original project is not available for public consumption, unfortunately.

That said, if you know when / where the 0 bytes appear and there’s a pattern to it you can account for them in your solution. You’ll have to examine the byte array and iterate through (at least part of) it one byte at a time.

]]>
Comment on Flashing your C String by Mikey http://www.scriptocalypse.com/?p=77&cpage=1#comment-207 Wed, 05 Dec 2012 10:55:47 +0000 http://www.scriptocalypse.com/?p=77#comment-207 Hiya,

Do you still have the source you came up with for getting around this, perchance…? I’d be very grateful!

Thanks,

Mikey

]]>
Comment on Clash of the Instance Names by Amy http://www.scriptocalypse.com/?p=5&cpage=1#comment-203 Fri, 15 Jun 2012 12:53:15 +0000 http://scriptocalypse.com/?p=5#comment-203 There’s a reason a good Actionscript programmer with a lot of experience would want to name instances of different types the same thing, and this is if you want to do something with the new instance (like populate it with data) and/or clean up the old instance (like removing listeners). The solution is to uncheck “declare stage instances automatically,” and declare the type yourself. Then you can use either an Interface for the type or a common base Class. I do believe you will get a warning if you use an Interface, possibly because Flash just isn’t that bright sometimes.

]]>