Difference between revisions of "HPL3/Scripting/Scripting Guide/Conclusion - Basic"
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You can now make simple and complex scripting scenarios for your maps. All you need to do is to get familiar with the available functions the game offers. | You can now make simple and complex scripting scenarios for your maps. All you need to do is to get familiar with the available functions the game offers. | ||
<br> | <br> | ||
− | If you want to learn how to have more control over objects in your map | + | If you want to learn how to have more control over objects in your map or how to create custom gameplay mechanics and Ai, you may begin with the [[HPL3/Scripting/Scripting_Guide/Advanced Topics - Introduction| advanced section]] of this guide. |
==Further Reading== | ==Further Reading== |
Revision as of 23:17, 13 August 2020
In this section of the guide, we learned:
- The concept of scripting in HPL3
- How to set up the scripting tool CodeLite
- The structure of a map script file
- The concept of calling functions and function callbacks
- How to use and create Helper Files
- How to use and create Timers and Sequences
- How and when to use local and global variables
- Enums as data types for scripting
You can now make simple and complex scripting scenarios for your maps. All you need to do is to get familiar with the available functions the game offers.
If you want to learn how to have more control over objects in your map or how to create custom gameplay mechanics and Ai, you may begin with the advanced section of this guide.
Further Reading
- Advice for Scripting
- Level Scripting - Best Practices
- Helper Files Overview
- Scripting Api - SOMA
- Scripting Api - Amnesia: Rebirth