1. DSO files are compiled scripts, you can't just take a script, shove it in a DSO file, and except it to work
I compiled it using a
Real Compiler, there is nothing wrong with the compiled file.
2. Blockland's DSOs are further obfuscated so you can't read some things like function names. You can't use a DSO from another TGE game and expect it to work.
I'm not trying to read DSO's, im trying to exec one and use the functions inside it.
3. Why do you want to use DSOs anyways? Even if you could make it work, anything you release with them would be failed.
Why not?
4. The exec function only allows .cs, .mis, or .gui files. How are you getting around this?
Torque reads .dso files as .cs files.
Try to exec one of the default .cs.dso files, but dont type in .dso, just .cs. It will say
"Loading compiled script".
Further explanation: Because you are calling the function before it exists.
Answer:
I have tryed several different codes
Like:
echo("Success!");and
function bloo()
{
echo("Win!");
}And the list goes on.
They always give me that same error message.
That's not how .dso's work. DSO's are "used for compiled (uneditable, unreadable) script files."
That has nothing to do with this.
I'm
Creating a DSO file using a
Real,
valid compiler, and Torque can read .dso files.
When you execute a .cs file, it creates a .dso file too.
Not for any non-default code.
If you dont belive me, put a .cs file (you can even name it the same as one of the default files) into one of the main script areas and start it up, then exec it. It won't create a .dso.