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Blog: "Tech feature: Scripting upgrade"
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Thomas Offline
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Post: #1
Blog: "Tech feature: Scripting upgrade"

A very brief (but still long) overview of the new scripting system

http://frictionalgames.blogspot.com/2011...grade.html
05-27-2011 08:52 PM
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xiphirx Offline
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Post: #2
RE: Blog: "Tech feature: Scripting upgrade"

Say you were playing, and in the script, an event was called with a function like makeWallsBlue or something. If this event was initiated, and the user saved (without saving in a sleep), when the user loads, does the system know where to pick up from? (in the makeWallsBlue function)

05-28-2011 12:26 AM
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Tottel Offline
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Post: #3
RE: Blog: "Tech feature: Scripting upgrade"

More scripting functionality! You won't hear me complain when you release the next game (and modtools? Tongue).
Although I can feel tons of "How does the scripting work"-threads coming right up. Smile
05-28-2011 01:44 PM
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Thomas Offline
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Post: #4
RE: Blog: "Tech featuScripting upgrade"

(05-28-2011 12:26 AM)xiphirx Wrote:  Say you were playing, and in the script, an event was called with a function like makeWallsBlue or something. If this event was initiated, and the user saved (without saving in a sleep), when the user loads, does the system know where to pick up from? (in the makeWallsBlue function)
Nope, and that is why I did not implement it Smile
(This post was last modified: 05-28-2011 02:49 PM by Thomas.)
05-28-2011 02:47 PM
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xiphirx Offline
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RE: Blog: "Tech feature: Scripting upgrade"

Hm... well maybe you can handle the script as a sort of state machine and save the progress that the user has done in the script?

05-28-2011 09:33 PM
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Thomas Offline
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Post: #6
RE: Blog: "Tech featuScripting upgrade"

(05-28-2011 09:33 PM)xiphirx Wrote:  Hm... well maybe you can handle the script as a sort of state machine and save the progress that the user has done in the script?

The idea is to use some special form for these kind of event scripting, eg some kind of state machine. Angel Script has a nice thread feature which would make this super sweet, but I cannot use it because saving a thread state is simply not possible atm.
05-29-2011 12:16 AM
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MrBigzy Offline
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Post: #7
RE: Blog: "Tech feature: Scripting upgrade"

Definitely love the idea of having the engine classes implemented in scripting. Would definitely have been great if it was part of HPL2, oh well. D:

It would probably be kinda hard to simplify classes in scripting for beginners though, wouldn't it?
05-29-2011 01:25 AM
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nofsky Offline
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Post: #8
RE: Blog: "Tech feature: Scripting upgrade"

Looks like HPL3 is gonna be great for modders. Keep up the good work guys!
05-29-2011 03:01 AM
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Apjjm Offline
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Post: #9
RE: Blog: "Tech feature: Scripting upgrade"

This sounds fantastic, should allow for some really awesome mods - It sounds like we should be able to access a whole lot more.

Will a command like "#import RandomScript.hps;" be permitted in scripts too? That is one feature I am really wishing was in amnesia for my next mod.

(This post was last modified: 05-29-2011 07:13 PM by Apjjm.)
05-29-2011 07:06 PM
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Thomas Offline
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Post: #10
RE: Blog: "Tech featuScripting upgrade"

(05-29-2011 07:06 PM)Apjjm Wrote:  Will a command like "#import RandomScript.hps;" be permitted in scripts too? That is one feature I am really wishing was in amnesia for my next mod.

Yes it will!
05-30-2011 07:35 AM
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