Yea, scripts are sweet for level editors. Say u're making a level and u want the AI to change objectives and object to start moving when you flip a switch. And editor with an scriptor should make this easy if i'm understanding this right. Say, u want a wave of enemies to bust down from a roof and turn on once u stop on some trigger. Well, on the trigger, u could put "code" "in" to it. Then once the collision happens, it'll kick the sequence u have programmed in there. There's ways to hardcore it, but u can make modifications really easy with editor and scriptor. The point of a script isn't to replace hardcoding. It's to allow flexiblity and sweet events to happen without having to give a blitz3d compiler to the world(which u'll get in trouble for).
So far, BlitzScript3D seems to be pretty similar to what i was preparing for myself. But the biggest difference is, it would also have functions that are in my engine. control over the Actor, Collision, Health Modifiors, Armor, Lighting, Particles, Sound, Movers/Waypoint Systems.
So it'll also have say "Actor_LightPackage"
Event Collision_Box_5( ActorHandle )
Actor_SetLightPackage(Actor, (New Light Package) ) ; sets new lights for that room that will be applied to the actor.
End Event
I'm doubting that BlitzScript3d could access my types that are hardcoded in my engine. So i'm probably still have to create a wrapper for those correct?
So far, BlitzScript3D seems to be pretty similar to what i was preparing for myself. But the biggest difference is, it would also have functions that are in my engine. control over the Actor, Collision, Health Modifiors, Armor, Lighting, Particles, Sound, Movers/Waypoint Systems.
So it'll also have say "Actor_LightPackage"
Event Collision_Box_5( ActorHandle )
Actor_SetLightPackage(Actor, (New Light Package) ) ; sets new lights for that room that will be applied to the actor.
End Event
I'm doubting that BlitzScript3d could access my types that are hardcoded in my engine. So i'm probably still have to create a wrapper for those correct?