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Re: Scripting from ground up [Re: PHeMoX] #47424
10/27/05 02:15
10/27/05 02:15
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
Senior Developer
anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
What I did to learn was I jumped from project to project, playing with Gamestudio. Eventually, when I became strong enough, I focused in on one project. But after experimenting for a while, I learned how to use C-Script and how to build levels and several tips and tricks. Unfortunately, my first REAL project stalled from something no one seemed to be able to solve, but I learned a lot from it. Now I'm working on an RTS game and having a good time.

So my advice to noobies: Experiment.

And Ulililia's right: Start at your level and slowly raise the bar. I've always wanted to build an RTS but that was not where I started. Now I believe I have enough experiance to create one.

Experiment.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: Scripting from ground up [Re: anonymous_alcoho] #47425
11/03/05 04:47
11/03/05 04:47
Joined: Dec 2003
Posts: 114
Tokyo
Rick_Suzuki Offline
Member
Rick_Suzuki  Offline
Member

Joined: Dec 2003
Posts: 114
Tokyo
Just a quickie, once you've got a grip on 3dgs scripting, and you have a larger number of functions that do something useful, I really recommend buidlng them into some kind of library,

This library can be used by any future or present projects you have, providing you maintain your library properely, and don't make too many fundemental changes to your core scripts, the the library can be improved and this improvement, is passed on to all your projects.

To link the library(s), use use includes paths and soe ifdefs to turn things off or on



Re: Scripting from ground up [Re: PHeMoX] #47426
10/31/06 20:33
10/31/06 20:33
Joined: Oct 2006
Posts: 72
New York, USA
T
TFitty_Games Offline
Junior Member
TFitty_Games  Offline
Junior Member
T

Joined: Oct 2006
Posts: 72
New York, USA
WORD...lol

Re: Scripting from ground up [Re: TFitty_Games] #47427
11/01/06 01:18
11/01/06 01:18
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
scripting isn;t difficult to learn. Its not like learning an entire higher level language.

With 3DGS scripting Ill tell you the most important subjects you HAVE to eventualy learn and get it straigh in your head.

1. vectors. understand not only what a vector is but the differnt types of vectors. echnicaly they are all the same ( 3 numbers) but USAGE they are very differnt.

2. learn how to manipulate the vectors ( learn them engine vector instructions anmd how you can combine thier usage). Get into the habit of letting the engine operations do the work, not plugging in the calculations yourself on a vector.

3. learn the differnaces between relative and absolute vectors and to convert between them

4. learn the differnt relative vector states ( screen, view, entity, world, sky) an convert between them

5. learn how the 3 angles work and ALL the instructions that effect angles

as you can see vectors are important

5. learn pointers and handles, differances and how to use them. Local vs global

6. learn passing parameters. both function calls AND defualt paramters passed through other operations ( like panel buttons, on_ instructions etc)
( hint, 3dgs ONLY passes NUMARIC values)

7. understand the differance between a defination and an actual called instance.

8. understand inheritance

9. learn the already defined engine defines. Variables, vectors, pointers and so on. learn what they are used for, what effects them when and when NOT to use them


the other thing is , not with c-script but programming in general. The typical question starts out "how would I do this..." is the common result of the eprson not able to examine what they want to do and break it down to its basic steps/components/elements ( you don't have to beable to program or know a computer language to do this ). Without developing this skill you will always struggle and become lost, continhualy falling back to examples to copy paste and modify untill ti eaither works or you mess it up so much your lost.

stop, back up and take some time to learn problem solving methods. many articals and books can be found on the subject.


To write an all encumpasing scripting document, tutorials, workshop is actualy inpossible, things change too fast to keep up with them.
Impossible to create enough examples of "how to.." to answer enough questions.

Like now, there arn't suppost to be any more major c-script changes in updates ( just fixs) because Conitec is gearing up to c-lite. This means alsmost starting all over learning, far mroe than c-script but still less than C. what will be there and won;t be there. what will be limits and not. It could take months just to absorbe enough material before seeing any real tutorial attemps.

Re: Scripting from ground up [Re: Grimber] #47428
01/02/07 22:21
01/02/07 22:21
Joined: Jun 2004
Posts: 139
Illinois
Sharx Offline
Member
Sharx  Offline
Member

Joined: Jun 2004
Posts: 139
Illinois
but Grimber? where can I learn about these vectors?


I discovered video game development was not my life's passion, that's why I'M SELLING MY 3D GAME STUDIO PRO for 1/3 of the full price.
Re: Scripting from ground up [Re: Sharx] #47429
01/08/07 07:51
01/08/07 07:51
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Hmmm... You can also use my mesh deforming tutorial. It creates a game from ground up. And it´s just the basic code you need to set up your own game (function main, video settings etc + some action and movable camera).


:L
Re: Scripting from ground up [Re: gandhi] #47430
02/21/07 01:47
02/21/07 01:47
Joined: Jan 2007
Posts: 183
K
Kinji_2007 Offline
Member
Kinji_2007  Offline
Member
K

Joined: Jan 2007
Posts: 183
Check the link in my sig. Old tutorials are being sorted for absolute beginners. A few for A6 are posted now, the rest will be converted as I get the time. Gl :-)

@ Sharx.. Also at the link in my sig. See Vectors for a6 and more important the E3S tutorials.

Last edited by Kinji_2007; 02/21/07 01:49.

http://www.geocities.com/carapacedweller/kinjis/Tutorial_Index.html A5 and A6 tutorials <> E3S series "Show me once and I got it, tell me once and I'll think twice."
Re: Scripting from ground up [Re: gandhi] #47431
04/04/07 03:11
04/04/07 03:11
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
This might help, its my first attempt at working with C script and compiled from Many members pointers plus George and AUM.

Code:
  ////////////////////////////////////////////////////////////////////////////////
//1st person shooter perspective

var player_distance; // moves the player
var jumping = 0;
var vecFrom[3];
var vecTo[3];

////////////////////////////////////////////////////////////////////////////////

define health = skill18; // just another name for skill18

///////////////////////////////////////////////////////////////////////////////

function player_event();
function player_jumps();

///////////////////////////////////////////////////////////////////////////////

action player_me // attached to the player
{
my.fat = on;
my.narrow = on;
c_setminmax(my);

player = my; // I'm the player
my.invisible = on;
my.enable_scan = on;
my.enable_shoot = on;
my.enable_impact = on;

player.health = 200; // and I have 100 health points

while (my.health > 0)
{
vec_set (camera.pos, my.pos);
camera.x = my.x;
camera.y = my.y;
camera.z = my.z+30 ;
camera.tilt += 15 * mouse_force.y * time;
camera.pan -= 15 * mouse_force.x * time;
my.pan = camera.pan;
// my.tilt = camera.tilt;

player_distance.x = 30 * (key_w - key_s) * time; // moves forward / backward with W / S
player_distance.y = 30 * (key_a - key_d) * time;
player_distance.z = 30 * (key_space - key_c) * time;


if (key_shift ==1 && key_w==1 )
{
player_distance.x += 65 * time;
}

if (jumping == 0)
{
vec_set (temp, my.x);
temp.z -= 10000;
trace_mode = ignore_me + ignore_passable + use_box+activate_sonar;
my.skill30 = trace (my.x, temp);
if(result <= 0 )
{
//place player on ground
vec_set(VecFrom,my.x);
vec_set(VecTo,my.x);
VecTo.z -= 30* time; // place player on floor
my.z -= c_trace(VecFrom.x,VecTo.x,ignore_me+ignore_sprites+ignore_passable+ignore_passents+use_box);
my.z += 1;
}

if (my.skill30 < 20) // fall on the ground when closer than 50 quants to the surface
{
player_distance.z = -my.skill30;
}
else // way up in the air?
{
player_distance.z -= 30 * time; // then decrease player's z slowly
}
my.skill30 = -trace (my.x, temp);

}

if ((key_space == 1) && (jumping == 0)) // space to jump
{
player_jumps();
}

c_move(my,player_distance,nullvector,ignore_passable + glide);

wait (1);
}


}}


////////////////////////////////////////////////////////////////////////

function player_jumps()
{
proc_kill(4);
my.skill20 = 0;
jumping = 1;
while (my.skill20 < 30) //'hang' duration
{
ent_animate("jump", my.skill20);
my.skill20 += 3 * time; // "jump" animation speed

if (my.skill20 < 30)
{
player_distance.z += 0.1 * time;
}
else
{
player_distance.z -= 0.1 * time;
}
wait (1);
}
jumping = 0;
}

////////////////////////////////////////////////////////////////////////////////////


function player_event()
{
while (player == null)
{
wait (1);
}
if (my.health > 0)
{
my.health -= 10;

}
}


//////////////////////////////////////////////////////////////////////////////

action poly
{
my.polygon = on;
} //attach to model ground entities.



Bit of a hash but it worked fine at the time.

Re: Scripting from ground up [Re: PHeMoX] #241247
12/15/08 02:16
12/15/08 02:16
Joined: Aug 2007
Posts: 19
AR.
superdave32 Offline
Newbie
superdave32  Offline
Newbie

Joined: Aug 2007
Posts: 19
AR.
ok how do i make a new thread? how do i attach a light script to a light? please help.


superdave32
Re: Scripting from ground up [Re: gandhi] #251970
02/15/09 20:07
02/15/09 20:07
Joined: Sep 2008
Posts: 76
Max_Prower Offline
Junior Member
Max_Prower  Offline
Junior Member

Joined: Sep 2008
Posts: 76
You would be best off learning from the Lite-C workshops.

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