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How to use WED with Lite C? #158942
10/06/07 08:09
10/06/07 08:09
Joined: Sep 2007
Posts: 658
germany
Tiles Offline OP
User
Tiles  Offline OP
User

Joined: Sep 2007
Posts: 658
germany
Still new. And still stuck to understand the basics. So sorry when the following questions sounds stupid. What i wanted to do is to start with a fresh Lite C project. Because i have read more than once that C Script is more or less obsolete. And you better go with Lite C. It is the future.

But WED doesn't seem to accept Lite C code this easy. Gives me errors all the way. Even meaner, the error message at start of app is gone pretty quick. No chance to read it. I can read to "error in line .." and then i cannot read more because the app starts. Without the working action of course.

Another story seems to be that the settings from the WED are not recognized from the Lite C script. Scaling? What scaling? 1 is default. Position? What position? ...

So here my questions: When Lite C doesn't work with WED, what is it good for then? Have i just purchased a new language here, bundled with outdated old stuff (C script, WED) that doesn't fit to the future? Sorry for ranting. Am a bit frustrated at the moment.


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: How to use WED with Lite C? [Re: Tiles] #158943
10/06/07 09:17
10/06/07 09:17
Joined: Sep 2003
Posts: 929
Spirit Offline

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Spirit  Offline

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Joined: Sep 2003
Posts: 929
I think you need understand first that WED is a level editor and lite-c is a scripting language. So you cant "use WED with lite-c".

If you want program a game in lite-c you must first make a simple script like:

#include <acknex.h>

function main()
{
level_load("mylevel.wmb");
}

and then you can use WED to attach that script to your level, in Map Properties. Then you can use WED RUN to run that script. Hope this helps.

Its all in the tutorial.

Re: How to use WED with Lite C? [Re: Spirit] #158944
10/06/07 09:39
10/06/07 09:39
Joined: Sep 2007
Posts: 658
germany
Tiles Offline OP
User
Tiles  Offline OP
User

Joined: Sep 2007
Posts: 658
germany
Ah. I see. That's the part where i am stuck. Still at understanding the basics. But C Script is also a language. And from what i have read somehow similar to Lite C, besides that it is much more limited. Why does the Level Editor work together with C Script then? Anyway. I have the feeling that i joined in a transition moment. C Script runs out. And Lite C isn't fully introduced yet. I hope for the future here.

Quote:

If you want program a game in lite-c you must first make a simple script like:

#include <acknex.h>

function main()
{
level_load("mylevel.wmb");
}

and then you can use WED to attach that script to your level, in Map Properties. Then you can use WED RUN to run that script. Hope this helps.




It does help. Now i get it i think. *.WMB. You first have to build your level in WED, save it as WMB. Then include the WMB to your main.c. And then you may go back to WED, correct?

Quote:

Its all in the tutorial.




I have square eyes from reading all this stuff. Possible that i have read it before. Understanding is another thing though. And sometimes it helps to ask somebody else too. Thanks for your reply


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: How to use WED with Lite C? [Re: Tiles] #158945
10/06/07 09:48
10/06/07 09:48
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
The manual is your friend

The main function is the first function which is called in your program. The level_load instruction, loads - as it says - a level. When you compile your level with WED, it spits out a WMB file. This is a compiled level file. Now, assign in WED to your map file the script file you made.

You can execute in WED the current level with its script. If you type "-diag" into the commandline, a file called acklog.txt will be created where you can re-read all error messages if you didn't had the time.

Re: How to use WED with Lite C? [Re: HeelX] #158946
10/06/07 11:06
10/06/07 11:06
Joined: Sep 2007
Posts: 658
germany
Tiles Offline OP
User
Tiles  Offline OP
User

Joined: Sep 2007
Posts: 658
germany
I have read and am reading the Manual (pretty big that is, phew ). It was just that this point isn't mentioned anywhere specific in a way so that i could understand it. And so i wasn't able to figure it out. Is much clearer now

And many thanks for the tip with the -diag command line option. This is pretty useful


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: How to use WED with Lite C? [Re: Tiles] #158947
10/06/07 12:50
10/06/07 12:50
Joined: Apr 2006
Posts: 28
S
sky Offline
Newbie
sky  Offline
Newbie
S

Joined: Apr 2006
Posts: 28
I too have same problem. I typed in the above code and it does run my level but nothing moves , its frozen wether I run it fron wed or sed. Without the script code it runs fine in wed.Do I need more code?

Re: How to use WED with Lite C? [Re: sky] #158948
10/06/07 14:23
10/06/07 14:23
Joined: Sep 2003
Posts: 929
Spirit Offline

Moderator
Spirit  Offline

Moderator

Joined: Sep 2003
Posts: 929
Yep you need more code

For just moving the camera you need also include <default.c> so

#include <acknex.h>
#include <default.c>
...

and then you can move the camera after pressing 0. But for moving an actor, well you first need to place that actor in the level, and then you need to write a movement action for him.

Re: How to use WED with Lite C? [Re: Spirit] #158949
10/06/07 18:43
10/06/07 18:43
Joined: Apr 2006
Posts: 28
S
sky Offline
Newbie
sky  Offline
Newbie
S

Joined: Apr 2006
Posts: 28
Thanks


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