mirror of
https://github.com/dhewm/iddevnet.git
synced 2024-11-21 20:11:27 +00:00
83 lines
3.2 KiB
HTML
83 lines
3.2 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
|
||
<!-- saved from url=(0041)https://www.iddevnet.com/doom3/script.php -->
|
||
<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
|
||
<title>id.sdk [Scripts]</title>
|
||
<link rel="stylesheet" href="style.css">
|
||
</head>
|
||
|
||
|
||
<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
|
||
|
||
<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
|
||
<tr>
|
||
<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
|
||
<td style="background: url(images/tile.gif)">
|
||
<table border=0 cellpadding=0 cellspacing=0 width=600>
|
||
<tr>
|
||
<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
|
||
<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
|
||
</tr>
|
||
<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
|
||
<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : Scripts</td></tr>
|
||
<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
|
||
</table>
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
|
||
<tr>
|
||
<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
|
||
</tr>
|
||
<tr>
|
||
<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
|
||
<div class="leftMenu">
|
||
<script src="menu.js"></script>
|
||
</div>
|
||
</td>
|
||
<td class="mainContent">
|
||
|
||
<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"
|
||
|
||
<br>
|
||
</p></td>
|
||
</tr>
|
||
<tr>
|
||
<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
|
||
</tr>
|
||
</tbody></table>
|
||
|
||
<table border="0" cellpadding="0" cellspacing="0" width="770">
|
||
<tbody><tr>
|
||
<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
|
||
</tr>
|
||
</tbody></table>
|
||
|
||
|
||
</body></html>
|