Author Topic: Torquescript syntax error checker?  (Read 1082 times)

It would be a lot easier to make scripts if you could check for errors before you opened Blockland in a seperate program. That way you would know whether the script worked or not and didn't have to re execute the script mid-game due to a small syntax fix.

Yeah that's not an easy task
Get a text editor with TorqueScript highlighting, and just use the exec() error reports

http://torquedev.com/download.php

Has automatic syntax error checking. Note however that it is slightly buggy, and the program itself is not without its own bugs. I have found that you cannot use the 0x prefix for hexadecimal numbers with it, as it will show a syntax error. However it does not impede the ability to search for other syntax errors and does not impede your ability to edit the script.

Yeah that's not an easy task
Get a text editor with TorqueScript highlighting, and just use the exec() error reports

So, notepad++?

EDIT: Didn't see above
oh


torquedev is the closest you'll probably get

i don't recall if torison has this kind of thing but it costs some $$$ p sure

i don't recall if torison has this kind of thing but it costs some $$$ p sure
it does and yes it costs moneys
though you could theoretically make a mac version of torquedev using Mono, you'd have to have some serious knowledge on the program and C# in general

torquedev is the closest you'll probably get

i don't recall if torison has this kind of thing but it costs some $$$ p sure
Torsion does not have live syntax checking. If you have TGE though you can enable debugging for torsion and pipe it through the torsion console for errors.

So, notepad++?

EDIT: Didn't see above
oh

FYI here's my improved version of the Notepad ++ Torque syntax highlighting: http://greek2me.us/misc/TorqueScript%20v2