Coding: Difference between revisions
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== [[Scripting]] == | == [[Scripting]] == | ||
* [[AI Attachment Ingame Editing]] ''-- (Console commands for def_attaching models during game)'' | * [[AI Attachment Ingame Editing]] ''-- (Console commands for def_attaching models during game)'' | ||
* [[AI Relations]] ''-- (Setting AI 'teams')'' | * [[AI Relations]] ''-- (Setting AI 'teams')'' | ||
Line 17: | Line 18: | ||
== [[SDK]] == | == [[SDK]] == | ||
* [[Adding new Cvars]] | * [[Adding new Cvars]] | ||
* [[Adding Script Events to sys]] | * [[Adding Script Events to sys]] |
Revision as of 16:17, 7 June 2007
Scripting
- AI Attachment Ingame Editing -- (Console commands for def_attaching models during game)
- AI Relations -- (Setting AI 'teams')
- AI Use Tags -- (Telling AI how to 'use' objects and characters)
- Altering Frob with Scripting
- BecomeActive, Thinking Entities
- Button Functionality and Frob Triggers -- (Setting up buttons/triggers in your map)
- Precaching (def files)
- Signals -- ("signals" that you can use to call other scripts)
- Switching to another Map
- Triggering the Death Menu
- Triggering Things in other Maps
- GUI Overlays
SDK
- Adding new Cvars
- Adding Script Events to sys
- AI Debug Mode has large Impact on Soundprop Performance
- Calling Console Commands From SDK
- Clip Functions to check Specific Models
- Dynamically Resizing Models
- Eventdef System Does Not Like Optional Args
- Possible Code For Weapon Bob
- Raising/lowering Weapon from outside Player
- Saving and Restoring
- Savegame Files
- Spawn() might be run in D3Ed
- Adding New Decl Types
- Checking Button and Key States in SDK
DarkRadiant
Information on our custom built level editor.