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<title>id.sdk [Scripts]</title>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title">&nbsp;&nbsp; Making DOOM 3 Mods : Scripts</td></tr>
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<p>
Scripts are about as close to programming Doom 3 as you can possibly get
without having to purchase Visual C++. The language is similar to C++,
but is arguably a bit easier to learn and use.
</p><p>
There are three major components in Doom 3 that are controlled by scripts:
</p><ul>
<li><a href="script_map.html">Map Stuff</a>
</li><li><a href="script_weapon.html">Weapons</a>
</li><li><a href="script_ai.html">AI (Monsters)</a>
</li></ul>
I listed them there roughly in order of difficulty. The map scripts are
trivial to write and understand, the weapon scripts are fairly easy, and
the AI scripts are a considerably more complex.
<p>
The scritping system is based around the idea of objects and events.
</p><p>Objects are referenced with $name where "name" is the name of the object in DOOMEdit.
</p><p>Events look like C++ member function calls, and you can really think of them
that way. To send the 'hide' event to speaker_280, you'd write <samp>$speaker_280.hide();</samp>
</p><p>
There is a special object known as 'sys' which is where all the system calls (like print)
hide. All the events (including system calls) can all be found in "doom_events.script"
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