[gt scripts]AS methods & properties, global functions and variables
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[gt scripts]AS methods & properties, global functions and variables


This probably would've helped when law and I tried to rebuild tdo.
Maybe I'll give it another shot now.
load a map and type dumpASapi in console to get the most updated
version.
That's pretty good.
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I'm posting this here since it is related to the ".h" files. I'm
trying to get my head around AS, my only other programming
knowledge is Java.
The files @ startingpost are interfaces aren't they?
I would like to create an .h object of my own to save some data and be able to use that in my gametype, but I don't think it is allowed or is it?
Sorry for nabquestions :rolleyes:
The files @ startingpost are interfaces aren't they?
I would like to create an .h object of my own to save some data and be able to use that in my gametype, but I don't think it is allowed or is it?
Sorry for nabquestions :rolleyes:
murK wrote:
I'm posting this here since it is related to the ".h" files. I'm trying to get my head around AS, my only other programming knowledge is Java.
The files @ startingpost are interfaces aren't they?
I would like to create an .h object of my own to save some data and be able to use that in my gametype, but I don't think it is allowed or is it?
Sorry for nabquestions :rolleyes:
files in startpost are the interfaces inside warsow,
for examples of gametype scripts look in data0_05.pk3
folder: progs/gametypes
learn_more wrote:
files in startpost are the interfaces inside warsow,
for examples of gametype scripts look in data0_05.pk3
folder: progs/gametypes
Ok interfaces yea, so I guess the classes are hidden and I cannot add any other class to it?
And yea I know where the gt scripts are, why would I bother asking something about the .h files if I hadn't yet found the scripts. But thanks anyway.
The .h files contain the declaration of built in classes and
functions so the scripter knows what tools he has to interact with
the game code.
You can not modify the built in classes, but you can can create your own classes in the script to manage your gametype information.
You can not modify the built in classes, but you can can create your own classes in the script to manage your gametype information.
it would be usefull to bundle these for comfortable downloading or
for the wiki, to have as html.
VectorVanDoom wrote:
it would be usefull to bundle these for comfortable downloading or for the wiki, to have as html.
they are already bundled, it's called the sdk
i wouldnt call it a compact bundle, but actually, yes 30mb isnt too
much nowadays. now that i think of it i need to get me a 32mbit
connection
VectorVanDoom wrote:
i wouldnt call it a compact bundle, but actually, yes 30mb isnt too much nowadays. now that i think of it i need to get me a 32mbit connection
i never said compact, neither did u in the post before me :D
learn_more wrote:
VectorVanDoom wrote:
i wouldnt call it a compact bundle, but actually, yes 30mb isnt too much nowadays. now that i think of it i need to get me a 32mbit connection
i never said compact, neither did u in the post before me :D
hahaha
i was told that there is a way to get e.g. the current mapname out
of a cvar. this cvar i believe to be mapname but the handle for the
cvar isnt the same and all file searches through the source didnt
reveal anything helpful to me or i overlooked something. i would
guess using getString() to get the content of the cvar, but at
least cvars are not defined in angelscript/API. there must be a way
to get this elsehow, although i thought that i could only use the
methods & properties, global functions and variables of AS.
well, i just needed to know where are all these cvars defined.
btw, a bundle is compact by definition :rolleyes:
btw, a bundle is compact by definition :rolleyes:
Use the cVar class, register the cvar "mapname" and read it.
cVar mapNameVar( "mapname", "", 0 ); // Initialization updates the object with current cvar values
cString mapNameString;
mapNameString = mapNameVar.getString();
cVar mapNameVar( "mapname", "", 0 ); // Initialization updates the object with current cvar values
cString mapNameString;
mapNameString = mapNameVar.getString();
The links aren't working anymore- where can I find these header
files?
xanthus: in the sdk iirc
edit: or simply
zomg, missed that post entirely, but thank you, still
(updated 2012-08-26 00:26:39)
edit: or simply
jal wrote:
load a map and type dumpASapi in console to get the most updated version.
jal wrote:
Use the cVar class, register the cvar "mapname" and read it.
cVar mapNameVar( "mapname", "", 0 ); // Initialization updates the object with current cvar values
cString mapNameString;
mapNameString = mapNameVar.getString();
zomg, missed that post entirely, but thank you, still
(updated 2012-08-26 00:26:39)
Found it in the SDK. Sorry I scanned through this thread a little
too fast and didn't see jal post that command. Thanks!
