I wasn't saying that
eCompile should report this error.
All I said, in a different thread, was that I thought the error reported at
runtime should be clearer.
Right now it says something about being unable to find module npc. Remember this is at runtime and there is already that error being generated.
That is a rather cryptic message don't you think?
I was thinking that the output line that contains the text "unable to find module npc" be changed to something like "Hey! I can't find module npc. You're probably loading the npc.em in a non-AI script."
bracco wrote:
Quote:
but, is really something like that needed?
if it happens (using npc.em outside of an ai script) it's all scripter's fault, i think there are more important things *IMHO* to implement rather than a error-proof script system
i mean, in c++ noone blocks you from doing dirty things with pointers and such, you will just learn by yourself not to do
Yes it is needed. Just because C++ allows crappy coding without providing good error support doesn't mean eScript or POL should. In MY humble opinion eScript is far easier to use than C and easier for new, non-programmers, to learn and use. If you, the developers, want to attact new users why not add the little touches that will make it shine above the competetion?
You can't tell me that changing the error text of that line is such a tremendous thing that it would cause development of the core to come to a halt. I assume the canned error messages are all contained in some array of strings in the source file(s). If so it should be a simple matter to edit that one.
And yes, for you "expert" scripters it probably is a trivial issue but for new scripters (and even some of us veterans) it wasn't clear why the error was being generated because the module was obviously there or else eCompile would not have compiled the script.
Let's remember that error messages
should be there to point us toward what the problem is.