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- ...ing and Programming in HPL3 and Amnesia: Rebirth. Everything regarding map scripting, gameplay programming and low-level engine topics are covered here.''' * [[Advice for Scripting|Advice for Scripting]]3 KB (319 words) - 12:24, 14 November 2020
- ...screen. Use [[HPL3/SOMA/Scripting/Scripting_Api/Readable|Readables]] and [[HPL3/Areas/Zoom Area|ZoomAreas]] instead.223 bytes (35 words) - 19:11, 8 February 2024
- ...with Scripting and Programming in HPL3 and SOMA. Everything regarding map scripting, gameplay programming and low-level engine topics are covered here.''' * [[Advice for Scripting|Advice for Scripting]]5 KB (646 words) - 19:06, 29 August 2020
- We want the message to be displayed on the screen when we load our map, so for that, we will go to <code>OnStart</code>, and Once our map is loaded, we should get basically a black screen with a handful of text around the edges. In the lower left corner, you shou2 KB (360 words) - 11:58, 16 August 2020
- Enum is a user defined datatype in HPL3. It is used to assign names to the integral constants which makes a script When the above code is run, the number 1 will be printed to the screen, because the internal value of <code>Day_Mon</code> is 1.2 KB (340 words) - 20:40, 16 August 2020
- ...thing to do is to take a look at what a typical script file for a typical HPL3 map would look like. First, launch the LevelEditor program within your game ...e “.hpm” file that you see). Once you do, you should get basically a black screen with a handful of text around the edges. In the lower left corner, you shou11 KB (1,415 words) - 11:19, 16 August 2020
- ...lly, by the time you start this tutorial, you should already have some map scripting experience under your belt. ...re handled with the use of modules. Default player behavior, the game over screen, the main game menu, and even the credits are all controlled with modules.17 KB (2,484 words) - 14:40, 4 August 2020
- {{expandBox|[[File:Hpl3-soma-debug-menu.png|alt=|left|902x902px]]}}{{clr}} ...on about the game, map, physics, script, etc on in the form of text on the screen.16 KB (2,660 words) - 22:17, 20 January 2022
- ...it <code>mlCount</code>. For a list of the prefixes, see [[HPL3/Scripting/Scripting Conventions|this page on the wiki]].}} ...for your variable's type. That being said, the AngelScript runtime within HPL3 is optimized to use numerical types with 32 bits, so the general recommenda16 KB (2,716 words) - 17:08, 15 August 2020
- <p>HPL3 is our first engine to support both PC and consoles. To make it easy to sup <p>HPSL uses the same syntax as the scripting or engine code. HPSL is based on GLSL #330 but some of the declarations are13 KB (2,228 words) - 23:17, 12 September 2024
- ...you play and move in the game. It also displays debug information such as scripting errors. ...her scripting features that won't work otherwise, such as [[HPL3/Scripting/Scripting Guide/The OnAction method|OnAction]]. It is also useful to make your map be18 KB (2,986 words) - 18:28, 17 January 2022
- ...ion for constants varies depending on your programming environment, but in HPL3, the convention has been the name of the "category" that the constant exist ...eclared in the global scope must be constants. This is due to the way that HPL3's script value saving mechanisms were designed. A way to get around this, h51 KB (7,934 words) - 11:54, 16 August 2020