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4rpl:overview [2021/03/28 11:42] – [Variables] Karsten754rpl:overview [2022/02/14 05:44] – [Scripting] Link to 3D coordinate explanation Karsten75
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 <=[[4rpl:start| 4RPL Scripting Language]] <=[[4rpl:start| 4RPL Scripting Language]]
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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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 </code> </code>
  
-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, see [[map coordinate system]])).+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, see [[cw4:custom_maps#Understanding the 3D Coordinate System]])).
  
  
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 endif endif
 </code> </code>
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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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 </WRAP> </WRAP>
  
-What you want to do is make sure there are no 4rpl files on disk at that locationthen 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.  The game thinks those scripts are the ones you are working on.+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 scripts present at that location, they will not be overwritten (importing a CPACK is the only exception to this).  If you export, it will take the scripts on disk.  Basically, in the normal case there is a project directory on disk. When you open a project, that directory is where scripts are location on disk.  When you compile, those are the ones compiled. They get placed into the exported or finalized CPACK.   
 + 
 +The case of on-the-fly opening the editor in a map you are playing is no different -with one exception: The game doesn't know what the project directory is, so it uses "_UNKNOWN" as the directory.  Everything else is the same after that. 
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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
  
  
4rpl/overview.txt · Last modified: 2022/02/14 06:12 by serdalis