Coding: Difference between revisions
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== [[SDK]] == | == [[SDK]] == | ||
* [[The Dark Mod - Compilation Guide]] | |||
* [[Adding new Cvars]] | * [[Adding new Cvars]] | ||
* [[Adding Script Events to sys]] | * [[Adding Script Events to sys]] |
Revision as of 12:43, 25 November 2010
This is a selected list of articles and tutorials about scripting and the SDK.
Please see the category Scripting for a full list of articles for this topic.
Please see the category Scripting for a full list of articles for this topic.
Scripting
- Scripting basics -- (What you should know about Doom 3's scripting engine)
- 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
- The Dark Mod - Compilation Guide
- Adding new Cvars
- Adding Script Events to sys
- Coding in the SDK
- 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