Difference between revisions of "HPL3/Scripting/Scripting Guide/What is scripting in HPL3?"

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(Created page with "{{Hpl3ScriptingGuideMenuBasic}} == What is scripting in HPL3? == Scripting in the context of HPL3 means defining the behavior and the events of your map in the form of code,...")
 
 
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{{Hpl3ScriptingGuideMenuBasic}}
 
{{Hpl3ScriptingGuideMenuBasic}}
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== What is scripting in HPL3? ==
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Scripting in the context of HPL3 means '''defining the behavior and the events of your map in the form of code, and ultimately, making your map come to life.''' Without scripting, your map will be static without any gameplay.
 
 
Scripting in the context of HPL3 means defining the behavior and the events of your map in the form of code, and ultimately, making your map come to life. Without scripting, your map will be static without any gameplay.
 
  
 
The script is written inside the map’s script file. You code how objects in the map are supposed to behave as well as the events that will happen in the map.
 
The script is written inside the map’s script file. You code how objects in the map are supposed to behave as well as the events that will happen in the map.
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In our case, it can almost be viewed as regular programming, but not necessarily as complicated.  
 
In our case, it can almost be viewed as regular programming, but not necessarily as complicated.  
  
In contrast to scripting in Amnesia: The Dark Descent, we have much more freedom to change the inner workings of the game and even add our very own gameplay mechanics with much more ease.
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{{NavBar|HPL3/Scripting/Scripting_Guide/The Basics - Introduction|The Basics - Introduction|HPL3/Scripting/HPL3 Scripting Guide|HPL3 Scripting Guide|HPL3/Scripting/Scripting_Guide/Setting up CodeLite|Setting up CodeLite}}
 
 
If you are coming from modding The Dark Descent, you will most likely feel much less restricted when scripting for Rebirth.
 
 
 
{{NavBar|HPL3/Scripting/The Basics - Introduction|The Basics - Introduction|HPL3/Scripting/HPL3 Scripting Guide|HPL3 Scripting Guide|HPL3/Scripting/Setting up CodeLite|Setting up CodeLite}}
 
  
 
[[Category:HPL3 Scripting]]
 
[[Category:HPL3 Scripting]]
 
[[Category:English]]
 
[[Category:English]]

Latest revision as of 22:04, 13 August 2020


Scripting in the context of HPL3 means defining the behavior and the events of your map in the form of code, and ultimately, making your map come to life. Without scripting, your map will be static without any gameplay.

The script is written inside the map’s script file. You code how objects in the map are supposed to behave as well as the events that will happen in the map.

For example, if you want to make a monster appear when the player enters a room or to make a cool looking explosion, this is where you usually do that. In our case, it can almost be viewed as regular programming, but not necessarily as complicated.