Difference between revisions of "Category:Commands"

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[[scriptname]] ScriptName
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:


<pre>
ScriptName MyScript
begin OnAdd Player
; do stuff
end
</pre>


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


[[end]]
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.


<nowiki>; comment</nowiki>
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.




[[Declaring_variables|short]] varNameShort
====See also:====
 
[[Declaring_variables|long]] varNameLong
 
[[Declaring_variables|float]] varNameFloat
 
[[Reference_variables|ref]] varNameRef
 
 
set varName to 5
 
 
[[if|if]] ( varName > 100 ) ; greater than
 
elseif ( varName < 20 ) ; less than
 
else
 
endif
 
 
if ( varName == x ) ; equals
 
if ( varName != x ) ; not equal to
 
if ( varName >= x ) ; greater than or equal to
 
if ( varName <= x ) ; less than or equal to
 
 
if ( var1 == 1 ) && ( var2 == 1 ) ; logical and
 
if ( var1 == 1 ) ||  ( var2 == 1 ) ; logical or
 
 
[[return]] ; exits the script -- no lines following will be processed
 
set objectID.varName to 100
 
objectID.getav health
 
[[List_of_command_appearances_in_scripts]]


* [[Declaring_variables|Declaring Variables]]
* [[if|The if statement]]
* [[Set]]
* [[Console Commands]]
* [[Calling commands from C++]] - see for Locations of commands in the Game .exe


[[Category: Scripting]]
[[Category: Scripting]]
[[Category: Functions]]
[[Category: Functions|Z]]

Latest revision as of 13:49, 17 April 2009

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:[edit | edit source]

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.