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4rpl:overview [2021/01/15 09:46] – Cleaned up page, added Variables and Functions Sanian | 4rpl:overview [2021/03/28 11:42] – [Conditionals] Karsten75 | ||
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- | The code above puts 2 numbers on the stack, the **add** (or +) command took the 4 and the 2 (last-in, first out) added them and pushed the result (6) back on the stack. [[4rpl: | + | The code above puts 2 numbers on the stack, the '' |
:!: Note that 4RPL is a // | :!: Note that 4RPL is a // | ||
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endif | endif | ||
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+ | Note: See [[4rpl:Data Types]] for comparison between dissimilar types and type conversion. | ||
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===== Variables ===== | ===== Variables ===== | ||
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"3 plus 4 is" <-result TraceAllSP | "3 plus 4 is" <-result TraceAllSP | ||
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+ | Note: See [[4rpl:Data Types]] for comparison between dissimilar types and type conversion. | ||
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===== Functions ===== | ===== Functions ===== | ||
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\\ | \\ | ||
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+ | ---- | ||
+ | ===== Working with CPACKs ===== | ||
+ | When a CPACK is imported, it does not overwrite any scripts that might be on disk. So if there are scripts on disk those will get jammed back into the CPACK whenever a compile is done (and a compile is done during finalization). | ||
+ | <WRAP width center twothirds> | ||
+ | < | ||
+ | %HOMEPATH%\Documents\My Games\creeperworld4\creeperworld4\editor\map2\cpacks\[CPACKNAME] 92415695-49d6-4e97-852b-64493e76233b\scripts\ | ||
+ | </ | ||
+ | </ | ||
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+ | What you want to do is make sure there are no 4rpl files on disk at that location, then import the CPACK from the source map. If there are old scripts at that location, they will replace whatever is in the CPACK during import. | ||
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