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cw4:scripting [2020/12/07 23:57] – Added link to examine map resources for checking scripts on a map cornucaniscw4:scripting [2021/01/09 10:51] (current) Karsten75
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 {{page>cw4:header&nofooter}} {{page>cw4:header&nofooter}}
-===== Scripting and Making Custom Maps =====+====== Scripting and Making Custom Maps ======
 Creeper World 4, in the same tradition as Creeper World 3 and Particle Fleet, has extensive scripting capabilities. It uses the same Reverse Polish Notation and associated "warp" notation as its predecessors.  Creeper World 4, in the same tradition as Creeper World 3 and Particle Fleet, has extensive scripting capabilities. It uses the same Reverse Polish Notation and associated "warp" notation as its predecessors. 
  
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 ===== Workflow ===== ===== Workflow =====
-==== Overview ==== 
 There are 3 components to a custom map There are 3 components to a custom map
   * The map terrain   * The map terrain
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   * Scripts   * Scripts
  
-=== Map Terrain ===+==== Map Terrain ====
 This includes terrain features such as terrain height; textures (both for cliffs and terrain); image overlays, decals applied to the terrain;  as well as the placement of resources and enemy units. More details are in the [[Terrain Editor]] or the [[Texture Editor]] pages.  This includes terrain features such as terrain height; textures (both for cliffs and terrain); image overlays, decals applied to the terrain;  as well as the placement of resources and enemy units. More details are in the [[Terrain Editor]] or the [[Texture Editor]] pages. 
  
-=== Custom units ===+==== Custom units ====
 Pre-built custom units are placed on the map by the map maker and can either be friendly or enemies. Player-built units are included on the build menus and are built by the player during the game. Most units will have one or more scripts associated with them, unless they are purely of a decorative nature.  Pre-built custom units are placed on the map by the map maker and can either be friendly or enemies. Player-built units are included on the build menus and are built by the player during the game. Most units will have one or more scripts associated with them, unless they are purely of a decorative nature. 
  
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 Each CPACK has a unique identifier (GUID) that is associated with the CPACK from creation onward. The only way to alter the GUID of a CPACK is to **branch** the CPACK in the game's custom module editor.  Each CPACK has a unique identifier (GUID) that is associated with the CPACK from creation onward. The only way to alter the GUID of a CPACK is to **branch** the CPACK in the game's custom module editor. 
    
-=== Scripts ===+==== Scripts ====
 4RPL scripts control the behavior of units, as well as select aspects of the map. As such, they can be associated with a unit, or with the **Global Control** section embedded in the CPACK ((Global Control scripts are divided in Pre- and Post- sections in the Package Manager. \\ 4RPL scripts control the behavior of units, as well as select aspects of the map. As such, they can be associated with a unit, or with the **Global Control** section embedded in the CPACK ((Global Control scripts are divided in Pre- and Post- sections in the Package Manager. \\
  
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 If you wish to examine the scripts on any map, you can do so by following a very simple set of steps outlined on the [[Examine CW4 Map Resources|Examine Map Resources page.]] If you wish to examine the scripts on any map, you can do so by following a very simple set of steps outlined on the [[Examine CW4 Map Resources|Examine Map Resources page.]]
 +
 +Random link to [[symbol aliasing]].
 +
 +===== Tutorials and How-to =====
 +
 +[[cw4:tutorials:rotation_conversion |Converting between different kinds of rotation]]
 +
 +===== Karsten's placeholder =====
 +
 +[[Common Scripting Language]]
 +
  
 {{page>cw4:footer}} {{page>cw4:footer}}
cw4/scripting.1607403471.txt.gz · Last modified: 2020/12/07 23:57 by cornucanis