Scripts Recollection - revisited - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Scripts Recollection - revisited (/thread-6221.html) |
Scripts Recollection - revisited - Frontcannon - 01-15-2011 As it seems Arvaga has stopped participating in these Forums and I have nothing to do at the moment, this is the 2nd version of his 'Scripts Recollection'-thread. I will update this post with new tutorials from time to time, so be sure to check in regularly and maybe contribute yourself! FIRST THINGs FIRST: I assume you know HPS, or at least have read this and set up Notepad++ according to this! -- CALLBACKS -- Callbacks are script functions that continually check if a certain specified condition or situation has occured and then call a function which plays a sound / spawns a grunt / etc. Also called triggers. There are different kinds of callbacks which check different kinds of conditions, but their syntax is mostly the same. The following are ordered alphabetically: EntityCollideCallbacks Spoiler below!
UseItemCallbacks Spoiler below!
EntityCallbacks Spoiler below!
RE: Scripts Recollection - revisited - Neatherblade - 01-15-2011 - Doors - Monsters - Items - Beginner - Intermediate - Advanced - Timers - Levers/Buttons - Language edit Just some suggestions on categories. And better explanations would be great. RE: Scripts Recollection - revisited - Seragath - 01-18-2011 bump How about just getting all of the old scripts in ? RE: Scripts Recollection - revisited - Shev - 01-18-2011 Probably should add more complex scripts in here, and dab deeper into changing configurations and such rather than just scripts themselves. RE: Scripts Recollection - revisited - Tottel - 01-18-2011 Wouldn't it be better to put all these things in a nice thread in the wiki? Joint-effort, Frontcannon? ^^ RE: Scripts Recollection - revisited - Frontcannon - 01-18-2011 Well, how do we sort them? First things first, fellas I have some ideas, but they would include rewriting almost anything. Organising stuff: Callbacks Basically everything that gets called when another thing happens. LookAtCallbacks, InteractCallbacks, CollideCallbacks etc etc. Some explaining of the basic principles and syntax and lots of examples. Timers How to use timers effectively. Believe me, there is TONS of stuff you can do with timers (especially the asTimer string). There's more, but this approach is very.. syntax-focused, we could do it the other way round and do it from a user-based view and organise it after how you do stuff (like opening a door, playing a sound), but that is quite cumbersome. Sorting it by difficulty is another good idea, I think sorting it by themes like Neatherblade did is the simplest way to do it right now. @ Shev: Do you mean changing configs and actually modding stuff? You better ask DIGIbyte or xiphirx for that RE: Scripts Recollection - revisited - Frontcannon - 01-29-2011 BUMP The callback section is done, though there is still some stuff missing (ConnectionStateChangeCallbacks and CombineCallbacks), would someone help me with those? Next stop, Timers. RE: Scripts Recollection - revisited - Beatlebattle - 01-30-2011 I'm sorry if I've read over it but I'd like my monster to spot the player immidiatly when it spawns and runs through the map to the player. I know theres a command for it but I don't understand it. RE: Scripts Recollection - revisited - Frontcannon - 01-30-2011 I don't think that will work. You'd just put ShowEnemyPlayerPosition in OnStart(), but I doubt the monster will make it to the player, most likely it will get stuck somewhere. RE: Scripts Recollection - revisited - Beatlebattle - 01-30-2011 Does any1 have the full script for breaking a door open with a crowbar? There is one script in another thread but it isn't complete or some wrong names/items are used in the script I can't get it to work. It gets kinda lame to find a key all the time to unlock the next room =/ |