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

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

Member
(235 posts)

Awesome Vic! ty very much for this post!

MagusZero
Chaotician
(1858 posts)

This probably would've helped when law and I tried to rebuild tdo. Maybe I'll give it another shot now.

Kn0ckKn0ck

Member
(71 posts)

Is it still available for 0.5?

jal

master of the universe
(10599 posts)

load a map and type dumpASapi in console to get the most updated version.

sunfowerggs

Member
(1 posts)

That's pretty good.

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murK

Member
(289 posts)

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:

learn_more

Member
(3317 posts)

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

murK

Member
(289 posts)

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.

jal

master of the universe
(10599 posts)

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.

VectorVanDoom
(updated Today 13:37)
(1992 posts)

it would be usefull to bundle these for comfortable downloading or for the wiki, to have as html.

learn_more

Member
(3317 posts)

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

VectorVanDoom
(updated Today 13:37)
(1992 posts)

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

learn_more

Member
(3317 posts)

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

goochie


(4219 posts)

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

VectorVanDoom
(updated Today 13:37)
(1992 posts)

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:

jal

master of the universe
(10599 posts)

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();

Xanthus

Member
(221 posts)

The links aren't working anymore- where can I find these header files?

VectorVanDoom
(updated Today 13:37)
(1992 posts)

xanthus: in the sdk iirc

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)

Xanthus

Member
(221 posts)

Found it in the SDK. Sorry I scanned through this thread a little too fast and didn't see jal post that command. Thanks!


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