<li><aclass="backlink"title="Click to do a full-text search for this title"href="./ScriptFile_Events?action=fullsearch&value=linkto%3A%22ScriptFile+Events%22&context=180">ScriptFile Events</a></li>
<spanclass="anchor"id="line-1"></span><pclass="line867"><imgalt="/!\"height="15"src="wiki/modern/img/alert.png"title="/!\"width="15"/><strong>This page is under construction</strong><spanclass="anchor"id="line-2"></span><spanclass="anchor"id="line-3"></span><pclass="line862">At it's core, the Quake 4 Script System is powered by events. Events are the hooks between the script and the game dll. They are functions which can be called on a number of things, most notably the <ahref="./SystemObject.html">SystemObject</a>. <spanclass="anchor"id="line-4"></span><spanclass="anchor"id="line-5"></span><pclass="line862">Events.script is the script file where all these events are stored. When you alter the game dll to add new events, you must create a matching event stub in events.script. See <aclass="nonexistent"href="./AddingScriptEvents.html">AddingScriptEvents</a> for more information on that topic. <spanclass="anchor"id="line-6"></span><spanclass="anchor"id="line-7"></span><pclass="line874">During development of Quake 4 we aimed to keep events.script a clear, well commented document. As you work with the scripting system, you should always keep events.script open in your editor for quick reference to all events you can use in the script. <spanclass="anchor"id="line-8"></span><spanclass="anchor"id="line-9"></span><pclass="line867">
<spanclass="anchor"id="line-10"></span><spanclass="anchor"id="line-11"></span><pclass="line862">* <ahref="./SystemObject.html">SystemObject</a> events, for all the sys.something events such as <ahref="./ScriptEvent_println.html">println</a>, <ahref="./ScriptEvent_getTime.html">getTime</a> and <ahref="./ScriptEvent_spawn.html">spawn</a>. <spanclass="anchor"id="line-12"></span><spanclass="anchor"id="line-13"></span><pclass="line862">* <aclass="nonexistent"href="./EntityEvents.html">EntityEvents</a> are events that can be called on all entities, <ahref="./ScriptEvent_getName.html">getName</a>, <aclass="nonexistent"href="./ScriptEvent_setOrigin.html">setOrigin</a> and <aclass="nonexistent"href="./ScriptEvent_bind.html">bind</a>. <spanclass="anchor"id="line-14"></span><spanclass="anchor"id="line-15"></span><pclass="line862">* <aclass="nonexistent"href="./AIEvents.html">AIEvents</a> are events you can call on the game's AI entities such as monsters and buddy marines. <spanclass="anchor"id="line-16"></span><ul><listyle="list-style-type:none"><pclass="line891"><imgalt="/!\"height="15"src="wiki/modern/img/alert.png"title="/!\"width="15"/> For most AI actions, you'll want to use the <aclass="nonexistent"href="./ScriptUtilityFunctions.html">ScriptUtilityFunctions</a> written to combine multi-step AI actions into one function. <spanclass="anchor"id="line-17"></span></li></ul><spanclass="anchor"id="bottom"></span></div><pid="pageinfo"class="info"lang="en"dir="ltr">ScriptFile Events (last edited 2005-11-01 17:31:54 by <spantitle="JimShepard @ 67.129.250.254[67.129.250.254]"><aclass="nonexistent"href="./JimShepard.html"title="JimShepard @ 67.129.250.254[67.129.250.254]">JimShepard</a></span>)</p>
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