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107 lines
5.1 KiB
HTML
107 lines
5.1 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0045)https://www.iddevnet.com/doom3/script_map.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 [Map 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 : Map 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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Map scripts allow the level designer to create more advanced trickery than
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was previously possible with the old target/trigger system (though the target/trigger
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system has not gone away, they work in parallel). When a map starts up, the
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function specified in the worldspawn "call" key is called. That function
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can perform additional setup, spawn threads, etc. The best way to
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explain is by example, so open up map_marscity2.script.
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<p>
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The first thing to notice in the mars city 2 script is <span class="code">namespace map_marscity2</span>.
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Namespaces in DoomScript work the same as in C++, they provide a convenient
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way to seperate functions and variables that may otherwise have the same name.
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Since we wrap all our functions in the map_marscity2 namespace, we don't have
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to worry about another map using a function with the same name as one of our
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functions.
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</p><p>
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The "call" key in marscity2.map is set to <span class="code">map_marscity2::main</span> which is defined
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at the bottom of map_marscity2.script. The double colon works the same as in
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C++ and specifies which namespace the function is in. All the main function
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does in this example is create a thread out of the video_request_speaker function
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(defined above it).
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</p><p>
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If you aren't quite sure what threads are in C++, don't worry because they are
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slightly different in DoomScript anyway. They are mini-threads rather than OS threads,
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but that's not really important. Normally when you call a function, your code stops
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until that function finishes, but when you create a thread to call the function, your
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code keeps going.
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</p><p>
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In the marscity2 example, we have to create a thread because the
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"video_request_speaker" function loops for a very long time (To be more specific, it
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loops as long as "request_speaker" is set to 1). That function plays the "video linkup
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requested" sound, waits a second, then does it again.
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</p><p>
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When you walk up to the terminal, you hit a trigger with "call" set to <span class="code">map_marscity2::connect_sarge_speaker</span>.
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</p><p>
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If we examine that function, we see the first thing it does is set "request_speaker" to 0,
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which causes the "while" loop in the "video_request_speaker" thread to exit. It then tells "speaker_280"
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(which is the "video linkup requested" speaker) to stop playing sounds, triggers the "sarge_monitor"
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entity (which causes a message to pop up on screen), and "speaker_281" ("connection established"). It waits
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a quarter second, triggers "speaker_282" (sarges speech), and triggers the monitor again (which causes Sarge
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to pop up on the screen). Finally, it triggers "relay_111" which waits 32 seconds before triggering a bunch
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of crap such as "give security clearance" and "make sarge stop talking".
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</p><p>
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The last part could have also been done in the script by
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waiting 32 seconds, then triggering everything through the scripts, but this particular
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level designer decided to just trigger the relay and have it do all the leg work. The main
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benefit of doing it with a relay rather than in script is it's easier to see and edit in radiant.
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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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