Since there are people working on external WME script editors, I decided to release a .NET wrapper for WME I'm working on. It may be helpful for invoking the script compiler for checking the script syntax.
Please note that the wrapper is very raw and unfinished!
The below package includes two .NET assemblies (WMESupport.dll and WMEWrapper.dll) and a sample application, calling the WME script compiler. The application is written in C#, but it should be easy to adapt it to VB.NET.
The .NET wrapper relies on two WME DLL libraries: wmelib.dll and dcscomp.dll. Those libraries are part of the WME distribution package and they MUST be available for the wrapper to work (the easiest way is to have thhose dlls and the .NET application in the same folder).
Steps to make the WME wrapper in your .NET application:
1) add a reference to the WMEWrapper.dll assembly
2) use the proper namespace: using DeadCode.WMEWrapper;
3) create an instance of a WGame class
4) initialize the WME game object (WGame.InitializeSimple)
The WGame class provides a CompileScript method. This method uses a callback to report back any compile time error.
See the eclosed package for a detailed example of the above steps.
If you have any questions/problems please ask here in this thread.
http://dead-code.org/download/WMEdotNET.zip