UltimateZoneBuilder/Help/gzdb/features/scripting/acs.html

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<div id="gz_title"><h1>Enhanced scripting workflow</h1></div>
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<td valign="top"><p><b>GZDoom Builder</b> includes many features to help you to assign and edit scripts easier.</br>
</br>
The Script editor now has a &quot;Script names&quot; drop down, which allows you to view and select individual scripts faster.</br>
</p>
<h3>Pseudo-named scripts</h3>
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If you add a comment after the script's opening brace like so:</br>
<p><span class="style1">script 1 (void) {</span> <span class="style2">//My Pseudo-named script</span></br>&emsp;&emsp;[code]</br>
<span class="style1">}</span></p>
it will be used as the script name in the &quot;Script names&quot; drop down and in the Thing and Linedef Edit forms drop downs (the example script will be named as &quot;<strong>[1] My Pseudo-named script</strong>&quot;).</br>
</br>
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<p><b>Notice:</b> &quot;Script names&quot; drop down items are updated when the script is compiled successfully.</p></td>
<td><img src="acs_scripteditor.jpg"/></td>
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<td valign="top"><p>Thing and Linedef scripts can now be set much easier.</br>
</br>
<b>Notice:</b> to remove a named or regular script, clear the script selector text box</p>
</td>
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<td><img src="acs_thing2.jpg"/><br /><br><img src="acs_thing1.jpg"/></td>
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<td valign="top">If a Thing or a Linedef has a named script attached to it, it will be shown in the info panel.</td>
<td><img src="acs_infoex.jpg"/></td>
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