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How do I get unreal highliters in context?

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    How do I get unreal highliters in context?

    Hi, I want the unreal script language in context but I cant find the files that have the unreal language.

    If you don't know what context is you can cheak it out on here
    http://www.context.cx/

    Thank you.

    #2
    http://wiki.beyondunreal.com/wiki/ConTEXT/UnrealScript

    Always use unrealwiki, you can even download the offline version!

    Comment


      #3
      Go to the official context site. Besides having the main program it also has highlighters for many programing languages.

      Comment


        #4
        try here

        context highlighter setup

        Comment


          #5
          It is still not working I did what he said but it did not work.

          Comment


            #6
            Put the ConTEXT highlighter file in the ConTEXT highlighter folder, and it works. If it does not, double-check that the error is not on your side.

            Comment


              #7
              I am just woundering should the unreal highliter be a note pad? Because thats what is showing up when I downloaded it.

              Comment


                #8
                Originally posted by ajm113
                I am just woundering should the unreal highliter be a note pad? Because thats what is showing up when I downloaded it.
                Yes the file will look like a note pad document. You need to put it in the highliters folder in the context's main folder. After you do that you can select UnrealEd from the pulldown menu in context.

                Comment


                  #9
                  For some reason it is not working.

                  Comment


                    #10
                    Copy the following:

                    Code:
                    // Language name (user language name)
                    Language:            UnrealScript
                    
                    // default file filter
                    // note: if more than one extension is associated, eg:
                    // C/C++ files (*.c,*.cpp,*.h,*.hpp)|*.c;*.cpp;*.h;*.hpp
                    Filter:                 UnrealScript (*.uc)|*.uc
                    
                    // help file which will be invokend when F1 is pressed
                    HelpFile:
                    
                    // language case sensitivity
                    //                   0  - no
                    //                   1  - yes
                    CaseSensitive:       0
                    
                    // comment type:
                    // LineComment - comment to the end of line
                    // BlockCommentBeg - block comment begin, it could be multiline
                    // BlockCommentEnd - block comment end
                    LineComment:         //
                    BlockCommentBeg:     /*
                    BlockCommentEnd:     */
                    
                    // identifier characters
                    // note: characters shouldn't be delimited, except arrays
                    // array of chars could be defined as from_char..to_char
                    // IdentifierBegChar - Identifier begin characters
                    IdentifierBegChars:  a..z A..Z _
                    IdentifierChars:     a..z A..Z _ 0..9
                    
                    // numeric constants begin characters
                    // note: characters shouldn't be delimited, except arrays
                    // array of chars could be defined as from_char..to_char
                    // number always starts with 0..9 except when NumConstBeg
                    // defines other
                    NumConstBegChars:    0..9
                    
                    // numeric constants characters
                    // note: characters shouldn't be delimited, except arrays
                    // array of chars could be defined as from_char..to_char
                    // number always starts with 0..9 except when NumConstBeg
                    // defines other
                    NumConstChars:       0..9 .abcdefhABCDEFH
                    
                    // escape character
                    EscapeChar:          \
                    
                    // keyword table
                    // note: delimited with spaces, lines could be wrapped
                    // you may divide keywords into tree groups which can be
                    // highlighted differently
                    KeyWords1:
                    
                    abstract
                    array
                    arraycount
                    assert
                    auto
                    bool
                    break
                    byte
                    case
                    class
                    coerce
                    collapsecategories
                    config
                    const
                    continue
                    default
                    defaultproperties
                    dependson
                    deprecated
                    do
                    dontcollapsecategories
                    edfindable
                    editconst
                    editinline
                    editinlinenew
                    editinlinenotify
                    editinlineuse
                    else
                    enum
                    enumcount
                    event
                    exec
                    expands
                    export
                    exportstructs
                    extends
                    false
                    final
                    float
                    for
                    foreach
                    function
                    global
                    globalconfig
                    goto
                    guid
                    hidecategories
                    if
                    ignores
                    import
                    input
                    insert
                    int
                    intrinsic
                    iterator
                    latent
                    length
                    local
                    localized
                    name
                    native
                    nativereplication
                    new
                    noexport
                    none
                    noteditinlinenew
                    notplaceable
                    nousercreate
                    operator
                    optional
                    out
                    perobjectconfig
                    placeable
                    pointer
                    postoperator
                    preoperator
                    private
                    protected
                    reliable
                    remove
                    replication
                    return
                    safereplace
                    self
                    showcategories
                    simulated
                    singular
                    skip
                    state
                    static
                    stop
                    string
                    struct
                    super
                    switch
                    transient
                    travel
                    true
                    unreliable
                    until
                    var
                    while
                    within
                    
                    
                    //KeyWords2:
                    //KeyWords3:
                    
                    // string delimiter:
                    // StringBegChar - string begin char
                    // StringEndChar - string end char
                    // MultilineStrings - enables multiline strings,
                    // as perl has it
                    StringBegChar:       "
                    StringEndChar:       "
                    MultilineStrings:    0
                    
                    // use preprocessor:
                    // 0 - no
                    // 1 - yes
                    // note: if yes, '#' and statements after it will be
                    // highlighted with Preprocessor defined colors
                    UsePreprocessor:     1
                    
                    // highlight line:
                    // 0 - no
                    // 1 - yes
                    // note: if yes, current line will be highlighted
                    CurrLineHighlighted:    0
                    
                    // colors
                    // note:             first value is foreground, second is
                    //                   background color
                    //                     and third (optional) is font attribute:
                    //                     B - bold
                    //                     I - italic
                    //                     U - underline
                    //                     S - strike out
                    //                     attributes can be combined: eg. B or BI
                    //                   as value, it could be used any standard
                    //                   windows color:
                    //                     clBlack, clMaroon, clGreen, clOlive,
                    //                     clNavy, clPurple, clTeal, clGray,
                    //                     clSilver, clRed, clLime, clYellow,
                    //                     clBlue, clFuchsia, clAqua, clLtGray,
                    //                     clDkGray, clWhite, clScrollBar,
                    //                     clBackground, clActiveCaption,
                    //                     clInactiveCaption, clMenu, clWindow,
                    //                     clWindowFrame, clMenuText, clWindowText,
                    //                     clCaptionText, clActiveBorder,
                    //                     clInactiveBorder, clAppWorkSpace,
                    //                     clHighlight, clHighlightText, clBtnFace,
                    //                     clBtnShadow, clGrayText, lBtnText,
                    //                     clInactiveCaptionText, clBtnHighlight,
                    //                     cl3DDkShadow, cl3DLight, clInfoText,
                    //                     clInfoBk
                    //                   as value, it could be used hex numeric
                    //                   constant too:
                    //                     $BBGGRR - BB: blue, GG: green, RR: red,
                    //                               eg: $FF6A00
                    SpaceCol:               clWindowText clWindow
                    Keyword1Col:            clBlue clWindow B
                    Keyword2Col:            clPurple clWindow
                    Keyword3Col:            $004080FF clWindow
                    IdentifierCol:          clWindowText clWindow
                    CommentCol:             clGreen clWindow
                    NumberCol:              clFuchsia clWindow
                    StringCol:              clFuchsia clWindow
                    SymbolCol:              clBlack clWindow
                    PreprocessorCol:        $0000C000 clWindow I
                    SelectionCol:           clWhite clNavy
                    
                    // If CurrLineHighlighted: 1
                    CurrentLineCol:         clBlack clYellow
                    
                    OverrideTxtFgColor:     0
                    BlockAutoindent:        1
                    BlockBegStr:            {
                    BlockEndStr:            }
                    MatchedBracesCol:       clWindowText clWindow
                    paste it in NotePad and save as Uscript.chl (NOT Uscript.chl.txt) in \Context\Highlighters

                    I use a slightly modified version though. It highlights log with a red background color. Great for debugging

                    Comment


                      #11
                      Thanks alot I am going to have fun learning unreal scripting.
                      I can't wait to make my own turrents that have some scripts from the Avile, turrent script, and that huge killing vehicle that has those look on rockets.

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