Quote:I'm wondering, is most of the script functions in hpl2 is carried over to hpl3? If they are, do work the same as in hpl2 or they are slightly changed.
Just about all of them are there, but syntax is different in order to make auto-complete easier.
So for instance SetEntityActive(...) is now Entity_SetActive(...)
You could make porting really easy by just making a script file that wraps all the new functions with the old file names, eg:
SetEntityActive(string s, bool x){
Entity_SetActive(s, x);
}
And then include that on top of the script file and you got 90% of the porting done.
But that might make things a bit messy if you wanna update later on + take advantage of all the new stuff.
The good thing about HPL3 modding is that it is really easy for users that add new features. For instance could pretty much have a few (or even just one) script file that sets the game up in 2D platformer mode. Then that can be easily passed around and used by other people. I am hoping to see many user made helper script files that has common events, etc which makes it easy for first timers to just add stuff to a map without much knowledge.
REALLY excited to see modding, so gonna put extra effort into making it all as smooth as possible.
Quote:I assume a wiki page will be made with them all
Actually all of the basic funcs are all coded in script files. So if you wanna use entity funcs you just included "helper_entity", etc. And most of those functions are fully documented right now (hope have all by release). So no need for a wiki page. For functions defined in c++ there is a special file that lists em all (generated by exe).