mirror of
https://github.com/dhewm/iddevnet.git
synced 2024-11-28 23:22:01 +00:00
84 lines
3.2 KiB
HTML
84 lines
3.2 KiB
HTML
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0041)https://www.iddevnet.com/doom3/script.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [Scripts]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : Scripts</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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Scripts are about as close to programming Doom 3 as you can possibly get
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without having to purchase Visual C++. The language is similar to C++,
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but is arguably a bit easier to learn and use.
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</p><p>
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There are three major components in Doom 3 that are controlled by scripts:
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</p><ul>
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<li><a href="script_map.html">Map Stuff</a>
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</li><li><a href="script_weapon.html">Weapons</a>
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</li><li><a href="script_ai.html">AI (Monsters)</a>
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</li></ul>
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I listed them there roughly in order of difficulty. The map scripts are
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trivial to write and understand, the weapon scripts are fairly easy, and
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the AI scripts are a considerably more complex.
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<p>
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The scritping system is based around the idea of objects and events.
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</p><p>Objects are referenced with $name where "name" is the name of the object in DOOMEdit.
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</p><p>Events look like C++ member function calls, and you can really think of them
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that way. To send the 'hide' event to speaker_280, you'd write <samp>$speaker_280.hide();</samp>
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</p><p>
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There is a special object known as 'sys' which is where all the system calls (like print)
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hide. All the events (including system calls) can all be found in "doom_events.script"
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<br>
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</p></td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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