Jump to content

Current state of Small development


Quasar

Recommended Posts

Eternity has now ran several scripts from its first "game script."

The gamescript, stored in the lump GAMESCR, is a global area for scripts. These scripts are loaded once at startup (and will eventually be reloaded for non-hub savegames) and remain persistent between levels. This will be the best place for monster codepointer scripts called from A_StartScript, for game-play related scripts like a custom scripted weapon, perhaps status bar and HUD add ons through "FSPics" (yet to be renamed), and lots of other stuff.

You can only dream of doing most of that in ACS right now :P

Here's a (very short) list of native functions implemented:

*** ConsolePrint(const string[], ...)

Prints out any number of string parameters as a single message to the console. Support for colors and text translucency is implicit through escape characters ^80 and above.

*** ConsoleHR()

Prints out one of those fancy-shmancy hr-tag style divider bars. You can do this through ConsolePrint by using a string like {|||}, but that's ugly, so this is a convenience method.

*** itoa(num, string[], base, packed)

Converts an integer into a string and stores it in the provided space. Can use any base between 2 and 36, and supports both packed and unpacked Small strings.

That's it so far. I've been focusing on the console io module for now because output is very important for being able to test the more complicated scripts later on :->

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...