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.
 
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{{tip|If you want to learn how to have more control over objects in your map, how to create custom gameplay mechanics and how to work with Ai, you may begin with the [[HPL3/Scripting/Scripting_Guide/Advanced Topics - Introduction| advanced section]] of this guide.}}
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{{tip|If you want to learn how to have more control over objects and how to work with classes, you may begin with the [[HPL3/Scripting/Scripting_Guide/Advanced Topics - Introduction| advanced section]] of this guide.}}
  
 
==Further Reading==
 
==Further Reading==

Latest revision as of 20:44, 16 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 usage in 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.

Icon tip.png Tip: If you want to learn how to have more control over objects and how to work with classes, you may begin with the advanced section of this guide.

Further Reading


Enums