Difference between revisions of "Category:Commands"

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imported>Deathdealer0809
(i dont know what im doing)
imported>Quetzilla
(reverting vandalization)
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; do stuff
; do stuff
end
end
</pre>die
</pre>
== Headline text ==
== Headline text ==
death will come
 


The [[scriptname|ScriptName]] command is fairly self-explanatory: it sets the name of the script. It is required, and the name must be unique.
The [[scriptname|ScriptName]] command is fairly self-explanatory: it sets the name of the script. It is required, and the name must be unique.

Revision as of 00:54, 29 May 2008

Oblivion's scripting language is customized for the game, but shares much of the structure of a formalized programming language. A basic script has three elements: a script name, a begin statement, and an end statement. Here's an example:

ScriptName MyScript
begin OnAdd Player
; do stuff
end

The ScriptName command is fairly self-explanatory: it sets the name of the script. It is required, and the name must be unique.

The begin directive defines the action that triggers the script. If the conditions of the begin statement are met, all commands between begin and end are executed. Every begin statement must have a corresponding end statement!

You can also abort execution of your script using the return command. This is useful inside an if statement where you don't want to continue execution any further.

You may add comments to your code by starting the line with a semicolon. A comment is ignored by the game, but allows you to leave yourself notes on what a particular script is doing.


See also:

Subcategories

This category has the following 3 subcategories, out of 3 total.

B

F

V

Pages in category "Commands"

The following 11 pages are in this category, out of 11 total.