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Re: Classes [Re: Game Wizard] #87740
09/19/06 06:09
09/19/06 06:09
Joined: Apr 2006
Posts: 36
Minneapolis, MN
guanohead Offline
Newbie
guanohead  Offline
Newbie

Joined: Apr 2006
Posts: 36
Minneapolis, MN
I apologize, here are a few links you can check out. It's not too hard if you know C++ pretty well.

The A6 SDK
This is a small set of libraries you can include in your C++ DLL project and use to communicate with 3D Game Studio. It also comes with sample source code that touches on most everything you can use the SDK for.

Basic tutorial
This is a simple tutorial that can help you get started.

Basically the idea is that, using this SDK, you can get pointers to entities that are in your 3DGS project, store those pointers in a c++ class and reference them when you want to make the entity do anything in 3DGS. You can also call ANY C-Script functions in C++ using this SDK, so entity manipulation is more or less as straightforeward as in C-Script.
You could, for instance, have a C++ member function:

DLLFUNC fixed walktowards(long entFocus)

and call it thusly:

entMyEntity->walktowards(entAnEntityPointer);

In this member function you could reference the object's pointer entity and have it turn towards the "entFocus" parameter (another pointer to an entity) and walk towards it.

I'm not at a computer I can test code on, so I can't give you an example at this time, but that tutorial above is pretty complete. Check it out. If things are not clear, let me know and I'll write out example some stuff for you.

Good luck.

BTW, the C++ project must be a DLL (to reference it in C-Script) however you don't need to use MFC, or even Visual Studio. The SDK comes with libraries for MinGW, Borland and other compiler/libraries.

Re: Classes [Re: guanohead] #87741
09/22/06 19:12
09/22/06 19:12
Joined: Oct 2003
Posts: 246
A
Alberto Offline OP
Member
Alberto  Offline OP
Member
A

Joined: Oct 2003
Posts: 246
Quanohead

Thanks, very kind of you

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