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  • | style="padding-right:0.2em" | *How to work with classes and what are their main uses
    1 KB (159 words) - 11:54, 17 August 2020
  • | style="padding-right:0.2em" | * The concept of scripting in HPL3
    1 KB (204 words) - 21:44, 16 August 2020
  • The SOMA script declarations for this interface reference are in <code>script/effect Effect base and typed interfaces separate the native effect object from effect-specific operations. The Shake helper retrieves the effect by eEffect_Shake,
    3 KB (480 words) - 14:21, 2 October 2026
  • ...nse must supply a Boolean result and the entity ID in global argument 0. On-screen visibility and a minimum light level are also checked. ...e>. It filters for selected stock script classes, requires a mesh and an on-screen entity, and skips entities whose measured light level is below <code>
    2 KB (241 words) - 14:32, 2 October 2026
  • ...''(InputHandler_types.hps)'' is a script consisting of two Shared '''Enum classes''' which can be considered as a list of possible actions. Names of these classes are somewhat self-explanatory:
    3 KB (388 words) - 03:57, 14 September 2021
  • Script interfaces connect SOMA’s AngelScript classes to engine objects and callbacks. Start with a stock terminal to see how a b ...d <code>GetInteractIconId</code>; these are separate from the base’s handle-access functions.
    2 KB (244 words) - 14:19, 2 October 2026
  • ...them through the Effect Handler and call a typed interface. Screen and post-processing effects include shake, depth of field, tone mapping and video dis ...s, <code>cScrMap : iScrMap</code> class and callback structure. See [[HPL3/SOMA/Getting Started/Add Your First Script|Add your first script]] if you have n
    4 KB (603 words) - 14:32, 2 October 2026
  • This article describes the scripting workflow in HPL3 and the basic structure of a map script file. ...n the rows of code does not belong in the level script, they belong in a [[HPL3/Scripting/Helper_Files|helper file]] or even deeper down in the hierarchy o
    7 KB (759 words) - 15:05, 7 November 2020
  • | style="padding-right:0.2em" | ...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
    11 KB (1,415 words) - 12:19, 16 August 2020
  • {{constructionNotice|This page is in the proccess of being re-written to meet higher standarts.}} ...grasp of programming in AngelScript and are more or less comfortable with HPL3's scripting process. Basically, by the time you start this tutorial, you sh
    17 KB (2,484 words) - 15:40, 4 August 2020