Difference between revisions of "HPL3/Scripting/Scripting Guide/Conclusion - Advanced"

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(Created page with "{{Hpl3ScriptingGuideMenuAdvanced}} {{shortPageTitle}} {| style="border:0px;" cellspacing="0" |- valign="top" | style="padding-right:0.2em" | In this section of the guide, we l...")
 
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In this section of the guide, we learned:
 
In this section of the guide, we learned:
* How to work with classes and what are their main uses
 
* What are object handles and how they are used across the engine
 
* The difference between object instance and object handle
 
* How to cast different data types
 
  
You can now create even more complex scripting scenarios for your maps, and even create . All you need to do is to get familiar with the available functions the game offers.
+
*How to work with classes and what are their main uses
 +
*What are object handles and how they are used across the engine
 +
*The difference between object instance and object handle
 +
*How to cast different data types
 +
 
 +
You can now create even more complex scripting scenarios for your maps, and even create. All you need to do is to get familiar with the available functions the game offers.
  
 
==Further Reading==
 
==Further Reading==
* [[Advice for Scripting|Advice for Scripting]]
+
 
* [[Hpl3:Game:guides:scripters_guide|Level Scripting - Best Practices]]
+
*[[Advice for Scripting|Advice for Scripting]]
* [[HPL3/Scripting/User Modules Overview|User Modules Overview]]
+
*[[Hpl3:Game:guides:scripters_guide|Level Scripting - Best Practices]]
* [[HPL3/SOMA/Scripting/Scripting Api|Scripting Api]] - SOMA
+
*[[HPL3/Scripting/User Modules Overview|User Modules Overview]]
* [[HPL3/Amnesia: Rebirth/Scripting/Scripting Api|Scripting Api]] - Amnesia: Rebirth
+
*[[HPL3/SOMA/Scripting/Scripting Api|Scripting Api]] - SOMA
 +
*[[HPL3/Amnesia: Rebirth/Scripting/Scripting Api|Scripting Api]] - Amnesia: Rebirth
 
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Revision as of 10:49, 17 August 2020

In this section of the guide, we learned:

  • How to work with classes and what are their main uses
  • What are object handles and how they are used across the engine
  • The difference between object instance and object handle
  • How to cast different data types

You can now create even more complex scripting scenarios for your maps, and even create. All you need to do is to get familiar with the available functions the game offers.

Further Reading


Enums