Difference between revisions of "A beginner's guide, lesson 6 - Quest Dialogue"
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A beginner's guide, lesson 6 - Quest Dialogue (edit)
Revision as of 05:01, 28 July 2010
, 05:01, 28 July 2010→Scripting: Editing English
imported>Pyrocow2 (→The Script Editing Window: Editing English) |
imported>Pyrocow2 (→Scripting: Editing English) |
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==Scripting== | ==Scripting== | ||
A script is a set of instructions for the game to run during gameplay. It has much in common with programming languages, but is not a true language per se. We do need to use a formal structure called syntax to ensure that the game can understand what we want it to do. | |||
Let's add a bit of script then | Let's add a bit of script then. | ||
We need to give each script a name, and like all naming that we have covered so far it has the same basic rules. The name must | We need to give each script a name, and like all naming conventions that we have covered so far, it has the same basic rules. The name must unique, alpha-numeric, and free of whitespace (spaces, tabs, etc.). | ||
You should also continue to use your quest prefix (e.g. BGM) while naming your scripts. | |||
Let's name the script BGM001QuestScript | Let's name the script ''BGM001QuestScript''. | ||
(Note: This should be done on the BASE version if you have loaded Both Tutorial Mods at the same time.) | (Note: This should be done on the BASE version if you have loaded Both Tutorial Mods at the same time.) | ||
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We write this in the editor like this: | We write this in the editor like this: | ||
Scriptname BGM001QuestScript | |||
We could also use a shorthand version: | We could also use a shorthand version: | ||
Scn BGM001QuestScript | |||
Many functions and command have shorthand versions. In this tutorial I will always use the full version. | Many functions and command have shorthand versions. In this tutorial I will always use the full version. |