(Angel/Java)Script dump
Re: Angelscript dump
Yay! Update. Thanks learn_more. I have to do a full reinstall since I think I updated wrong last week, but if I were going to script, I'd use this, just so you feel better.
Re: Angelscript dump
I might try to learn some basic scripting to mess with parameters, and this will help. Anyone know a good place to start learning?(C++ would be a good thing to learn first, since it's similar and more common, right?)
Re: Angelscript dump
Yeah, C++ is really similar to Angel Script, so yeah. C is like C++, but before classes were added. There's a little bit less functionality, but generally if you can use beginner C++ then you can use beginner C and vice versa.
I can't wait to see parameters develop more. Gonna be exciting to see what comes out of them.
I can't wait to see parameters develop more. Gonna be exciting to see what comes out of them.
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- Posts: 158
- Joined: Tue Mar 15, 2011 6:32 am
Re: Angelscript dump
Code: Select all
Changes from a159 to a160.
VM shared {
MovementObject {
+ Function: int WasHit(string, string, vec3, vec3, int, float, float)
- Function: int WasHit(string type, string, vec3 dir, vec3 pos, int attacker_id)
};
};
- Attachments
-
- a160.zip
- (58.4 KiB) Downloaded 174 times
Re: Angelscript dump
Coolio. Thanks for the update learn_more. Now the question is will I mod this week?
EDIT: Yes. Yes I will. At least, once fresh OG install finishes downloading I will.
EDIT: Yes. Yes I will. At least, once fresh OG install finishes downloading I will.
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- Posts: 158
- Joined: Tue Mar 15, 2011 6:32 am
Re: Angelscript dump
no clue why the dumper decided to rename playercontrol to enemycontrol (guess it has to do with which file gets loaded first, but its been a while since i wrote it), and i had no time to look into it, so i edited the xml from last week (which the dumper internally uses to check for changes) so the changes in the playercontrol vm are still outputted
Code: Select all
Changes from a160 to a161.
VM enemycontrol {
+ GlobalProperty: uint8 _ANM_FROM_START
};
VM shared {
+ GlobalFunction: void PlaySoundGroup(string, vec3, int)
+ GlobalProperty: const int _sound_priority_max
+ GlobalProperty: const int _sound_priority_very_high
+ GlobalProperty: const int _sound_priority_high
+ GlobalProperty: const int _sound_priority_med
+ GlobalProperty: const int _sound_priority_low
MovementObject {
+ Function: void SetAnimAndCharAnim(string, float, int8, string)
- Function: void StartAnimation(string)
- Function: void StartAnimation(string, float)
- Function: void StartAnimation(string, float, int8)
- Function: void StartCharAnimation(string, float, int8)
- Function: void StartCharAnimation(string, float)
- Function: void StartCharAnimation(string)
};
};
- Attachments
-
- a161.zip
- (51.28 KiB) Downloaded 168 times
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- Posts: 1451
- Joined: Sun Oct 26, 2008 8:24 pm
- Location: Sweden
- Contact:
Re: Angelscript dump
Stickied topic for the incredible usefulness to all scripters!
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- Posts: 158
- Joined: Tue Mar 15, 2011 6:32 am
Re: Angelscript dump
after some patches to my dumper the bug from last update (mislabeled vm) is fixed, aswell as it recognizes added scripts in the changelog (was already showing in the graph)
ps: silverfish: the auto-updater did break, so it seems that you are unable to use the tool now,
i am working on a fix but that will take a while (didnt seem like you were using it anyway )
Code: Select all
Changes from a161 to a162.
VM playercontrol {
+ Script file: situationawareness.as
};
ps: silverfish: the auto-updater did break, so it seems that you are unable to use the tool now,
i am working on a fix but that will take a while (didnt seem like you were using it anyway )
- Attachments
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- a162.zip
- (63.71 KiB) Downloaded 174 times
Re: Angelscript dump
YAY!
I guess I'll have to keep my First Person Mod updated. Ugh :d
I guess I'll have to keep my First Person Mod updated. Ugh :d
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- Posts: 158
- Joined: Tue Mar 15, 2011 6:32 am
Re: Angelscript dump
Code: Select all
Changes from a162 to a163.
VM playercontrol {
+ GlobalFunction: void SendMessage(int, int, vec3, vec3)
+ GlobalProperty: int _plant_movement_msg
CollisionPoint {
+ Property: int id
};
ASCollisions {
+ Function: void GetScaledSpherePlantCollision(vec3,float,vec3)
};
};
VM cam {
CollisionPoint {
+ Property: int id
};
ASCollisions {
+ Function: void GetScaledSpherePlantCollision(vec3,float,vec3)
};
};
VM shared {
+ GlobalFunction: EnvObject@ ReadEnvObjectID(int)
+ Object: EnvObject
};
- Attachments
-
- a163.zip
- (64.16 KiB) Downloaded 171 times
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- Posts: 158
- Joined: Tue Mar 15, 2011 6:32 am
Re: Angelscript dump
Code: Select all
Changes from a163 to a164.
VM playercontrol {
AttackScriptGetter {
+ Function: int GetAsLayer()
+ Function: string GetAlternate()
};
};
VM shared {
MovementObject {
+ Function: int GetWeapon()
};
ItemObject {
+ Function: float GetRangeMultiplier()
+ Function: float GetMass()
};
};
- Attachments
-
- a164.zip
- (64.27 KiB) Downloaded 181 times
Re: Angelscript dump
Yay! I know a lot of people have been looking through this information (even if they didn't post here...) These are always awesome!learn_more wrote:Code: Select all
Changes from a163 to a164. VM playercontrol { AttackScriptGetter { + Function: int GetAsLayer() + Function: string GetAlternate() }; }; VM shared { MovementObject { + Function: int GetWeapon() }; ItemObject { + Function: float GetRangeMultiplier() + Function: float GetMass() }; };
Re: Angelscript dump
learn_more will getz creditz in gun mod. Cuz I will not be able to do it without this dump. It's amazing. Thanks again learn_more!
Re: Angelscript dump
I'm finally dabbling with coding, to make a hotspot, this will help. Thanks for your work!
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- Posts: 158
- Joined: Tue Mar 15, 2011 6:32 am
Re: Angelscript dump
it's nice to see some people benefit from the work i did