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< title > GZDoom Builder features< / title >
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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 >
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< / br >
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The Script editor now has a " Script names" drop down, which allows you to view and select individual scripts faster.< / br >
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< / 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 >     [code]< / br >
< span class = "style1" > }< / span > < / p >
it will be used as the script name in the " Script names" drop down and in the Thing and Linedef Edit forms drop downs (the example script will be named as " < strong > [1] My Pseudo-named script< / strong > " ).< / br >
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< / br >
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< p > < b > Notice:< / b > " Script names" drop down items are updated when the script is compiled successfully.< / p > < / td >
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< 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 >
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< b > Notice:< / b > to remove a named or regular script, clear the script selector text box< / p >
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< / 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 >
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< td > < img src = "acs_infoex.jpg" / > < / td >
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