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4rpl:overview [2021/03/28 11:42] – [Variables] Karsten75 | 4rpl:overview [2022/02/14 05:44] – [Scripting] Link to 3D coordinate explanation Karsten75 | ||
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+ | :!: To edit files you will need an editor. Read how to get started with [[creating and editing 4rpl scripts]]. | ||
====== Scripting ====== | ====== Scripting ====== | ||
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- | Run this **once** in the console and then unpause the game and let the game simulation run a few frames. You will see a stack of 100 deep creeper at map coordinate x=12 and z=23 ((For more information on the game coordinate system and why we use **x** and **z** coordinates, | + | Run this **once** in the console and then unpause the game and let the game simulation run a few frames. You will see a stack of 100 deep creeper at map coordinate x=12 and z=23 ((For more information on the game coordinate system and why we use **x** and **z** coordinates, |
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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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- | What you want to do is make sure there are no 4rpl files on disk at that location, then import | + | If you load map as a regular player and then enter edit mode, the game will stick the scripts into the _UNKNOWN project directory. If there are already matching |
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+ | The case of on-the-fly opening the editor in a map you are playing is no different -with one exception: The game doesn' | ||
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+ | If you want to grab the scripts from a map (like an FPS map) and you want to make sure you have the latest scripts, you should either create a project for the map and open it from the project page, or you should clean your _UNKNOWN directory before you open the map on the fly. | ||
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+ | Basically, just deleting the _UNKNOWN directory is the easiest way to clean it | ||