![]() ![]() The main difference is that the former type is used to test certain conditions and the second will simply fire and run. At the very basic there are two types of scripts ¿ StaringConditional() and main(). The basic structure of a script is held within a set of curly braces preceded by a function name. Otherwise, try looking through my scripts, as well as the ones that were supplied with the original campaign. I hope that the following listing of information can help you start scripting. I will try my best though, and will now start listing what I think are the basics needed for successful Aurora scripting. Take into mind that I am not an expert at C, and I might forget something, or falsely relate some information. ![]() Here I'll go into the basic scripting elements. In other words, you can omit the default values that you wish to keep you just have to fill in the rest. They are assumed to have a default value, and should only change when you want the value to change. Any parameter that is followed by an = and a value does not have to be set when called. Also, try to learn what they each do! BioWare made your job easy here. Go through the list of standard functions to get the return types (what the function calculates), as well as their parameters (required for calling them). I will bring this up again a little later. Doing so will allow you to instantly recognize what everything means and how it is all set up. Keep variable names consistent across the board. An example would be to mark how a local variable triggers how a conversation will flow. ![]() Also, you might want to mark down what each value of a local will affect in the module, if possible. Keep this list and make sure that you update it often. Mark down what each local variable is used for and what their values are allowed to be. Keep the scripts single and don't go the way of BioWare (their feedback conversation for doors and such is a nightmare to go through). Doing so may confuse you and may create very hard bugs to track down. Don't bundle up multiple scripts into the same file at the beginning. Also, putting in a script header will make it easier to identify the individual scripts later on. Keep a notebook on the side and write down the name of the script and what it does. Get used to do so, and you will have no problems analyzing the code later. The first rule of thumb is to always comment any code that you write, especially at the beginning. That and you should know more of what you can do! Also, it is a good idea to play through the single player campaign first that way you can have an idea of what can be done! Hopefully, after reading this section, you will have some ideas of how to script events on your own. I will also include a few scripts as examples and will describe how to break down problems at the end. First thing I am going to do is describe some basic scripting tips and then I will run through the majority of the script types available to you. ![]()
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