Coding: Difference between revisions
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remove AI section, as it contains one broken link, and one link to one article that is candidate for deletion |
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== [[Scripting]] == | == [[Scripting]] == | ||
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* [[Adding New Decl Types]] | * [[Adding New Decl Types]] | ||
* [[Checking Button and Key States in SDK]] | * [[Checking Button and Key States in SDK]] | ||
[[Category:Coding]] | [[Category:Coding]] |
Revision as of 17:38, 7 October 2007
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
- 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