Any ideas of the Equitment? and changes?

Started by LiVe.To.Di3, April 17, 2007, 10:36:26 PM

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LiVe.To.Di3

I just would like to know after you clone scct what will the first thing you change will be? will there be spies goggles and color that you can change? what eq will there be? will there be same eq in scct and some new ones? and more

frvge

Hohoho, we're only in preproduction. Ask again when we're actually starting to code ;)

That UnrealScript isn't that hard BTW :D
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

Quote from: frvge on April 17, 2007, 11:02:22 PM
That UnrealScript isn't that hard BTW :D

In what way? I've always thought scripting was pretty even with C++. Sure, C++ has more stuff you could do but if you wanted to do something hard, you'd google it, download the library and would usually have a nicely documented website or at least C++ header files to learn how to use it. If you wanted to do something in scripts, there is no documentation for external functions (I haven't found any) and would have to learn from the gamecode itself. Being closely tied with the engine, scripts have a whole bunch of functions you'll need to learn.

frvge

Most functions seem pretty obvious. I read half of the reference and so far, most is perfectly readable and understandable.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

Functions are obvious when you look at one and deuce what they do. But when you're programming, you want the opposite. You want to do something and find the function, not get a function and find out what they do. No references make it harder to find that function in a set of hundreds.

When I say reference, I mean a page that lists the prototype of all the functions and a small description (for example). What you are reading, is it a tutorial or is it a reference? If it is a reference, can I see it?

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

So say you want to spawn a model. How could you learn to do that? Do a quick search through the reference or look through the code and find somewhere that does this and copy it. Could you tell me how from that article (which is a tutorial, no matter what it says)?

What happens if you want to do something that's original (say, a spy hanging on a ledge, you can't copy and paste that), you'll have to look at many "methods" in the code just to learn which engine functions to call.

frvge


var() class C;
var actor A;
A = Spawn( C ); // Spawn an actor belonging to some arbitrary class C.


That'll be a start for some situation.

I still think it's a reference. Only the first part with the 'Light' is somewhat a tutorial.

It explains the possibilities, it doesnt have any steps like a tutorial:
1: open X
2: type Y
3: Change Z
4: Close X
5: Run the game

So it's a reference. A dictionary also isn't a tutorial on language. Only a reference: which words mean what?
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

#8
Quote from: frvge on April 18, 2007, 01:49:09 PM

var() class C;
var actor A;
A = Spawn( C ); // Spawn an actor belonging to some arbitrary class C.


That'll be a start for some situation.

This is far from complete (what model does this actor use?) and pretty worthless to whose who already learnt the script and has begun programming.

Quote from: frvge on April 18, 2007, 01:49:09 PM
It explains the possibilities, it doesnt have any steps like a tutorial:
1: open X
2: type Y
3: Change Z
4: Close X
5: Run the game

So it's a reference. A dictionary also isn't a tutorial on language. Only a reference: which words mean what?

It's so not a dictionary. I see a reference as something that lists things, not to be read from top to bottom, hard to understand without it's general concept (like the scenemanager of game engines) and used when programming. I agree that it's not a tutorial on game programming but it is a tutorial on UnrealScript and therefore, doesn't have any steps or overall project. In fact, lots of language tutorials on the internet don't have overall projects.

Back to your dictionary metaphor, I cannot learn english simply from a dictionary alone. Could I learn the UnrealScript syntax from this article alone, assuming I understand the underlying concepts of OOP? If not, what other things should I read on?

Anyways, does it matter what we call it? What I'm looking for are functions that connect my script to  the C++ code. Is there a quick, programmer friendly way I can search through all those functions for the one I want? (like OGRE did?)

frvge

Putting the word 'native' or other variants in front of the function makes UnrealScript look for it in a custom-made .dll file in which your C++ code resides. I don't know much about that TBH. But the 'thing' lists the various extra words and their meaning to UnrealScript. Implementing your own C++ code won't be really hard I think, since it's made for user-friendlyness. But we'll see when we start coding.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

Quote from: frvge on April 18, 2007, 04:42:39 PM
Putting the word 'native' or other variants in front of the function makes UnrealScript look for it in a custom-made .dll file in which your C++ code resides. I don't know much about that TBH.

It probably assigns priority to a C++ function over a script function of the same name. You can't actually use this keyword if you don't know the name of your function which you can't find easily without a reference page!

Quote from: frvge on April 18, 2007, 04:42:39 PM
But the 'thing' lists the various extra words and their meaning to UnrealScript. Implementing your own C++ code won't be really hard I think, since it's made for user-friendlyness. But we'll see when we start coding.

I know it does. It's a tutorial on UnrealScript, why wouldn't it tell you about the keywords? But functions aren't part of the UnrealScript langange so they don't mention those enough.

Given the choice between C++ and UnrealScript, I would probably program in C++ too. But still, you would (to a lesser degree) run into the same problem, no reference to engine functions, making it harder to use the engine in your code. Good news about C++? Those header files are kind of easy to read and there is a greater chance of having documentation of functions on the website. The bad news? Unreal's gamecode is all in scripts so if you program gamecode in C++ you'll have gamecode everywhere! Messy.