Difference between revisions of "Small"

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'''Small''' is a scripting language created by ITB CompuPhase; it uses a [[Wikipedia:C programming language|C]]-like syntax and is [[Eternity]]'s main scripting language, replacing the [[Fragglescript]] of earlier versions. To be used in Eternity, the script files must first be compiled using the <tt>sc</tt> executable. Script files usually have the extension <tt>.sma</tt>, but files of any extension can be compiled. Assuming the script has no errors, the compiler should output an <tt>.amx</tt> file, which can be loaded into a [[Doom wiki:WAD|WAD]] for use with Eternity.  
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Small used to be a scripting engine available for Eternity. It had to be removed because of lack of compatibility with 64-bit systems. Currently you can use [[ACS]] scripting instead.
 
 
== Script types ==
 
 
 
There are two types of script: gamescript and levelscript. Gamescripts work over a whole gaming session, while levelscripts only work on maps which have specified that script in their level info. To use a script file as a gamescript, the compiled script file should be loaded into a WAD and given the lump name <tt>GAMESCR</tt>. These gamescript files will work over every level.
 
 
 
Levelscripts are loaded using a different method. To specify a script for use in a single map, <tt>levelscript=MYSCRIPT</tt> should be added to the map's [[MapInfo]]. Here, <tt>MYSCRIPT</tt> should be replaced with your script's lump name, which can be anything.
 
 
 
== Triggering scripts ==
 
 
 
There are many ways to start a script. They can be triggered by a linedef, the start of a map, or a codepointer specified on a Thing.
 
 
 
=== Triggering via linedef ===
 
 
 
The most common way is to start a script when a linedef is triggered. To do this, first give the linedef you want to trigger the script a <tt>Start</tt> script action (linedef actions 273-280) and a unique tag number. For example, if we want our script to start when the player walks over a linedef, use linedef action 280 and give the linedef a tag of 1. The script would then look like this:
 
 
 
  public Script1()
 
  {
 
      _Printf( _MSG_NORMAL, "Hello World");
 
  }
 
 
 
Note that the Script## number is the same as the linedef's tag. Compile your script and set up the wad as explained above. Assuming all things have been set up properly, when you walk over that linedef, it will output "Hello World" to the screen.
 
 
 
=== Triggering on map start ===
 
 
 
Another way of starting a script is using the <tt>OnInit()</tt> function.
 
 
 
  public OnInit()
 
  {
 
      _Printf( _MSG_NORMAL, "Hello World");
 
  }
 
 
 
This script will output "Hello World" when the map starts up. This could be useful for starting a series of callbacks for animating HUD sprites or raising/lowering sectors.
 
 
 
=== Triggering by Thing codepointer ===
 
 
 
The final way is to use the StartScript codepointer on a Thing's frame. The StartScript codepointer uses the first two args to decide the script number to execute and the script type (whether it is levelscript or gamescript). For example, the [[EDF]] file to do this is:
 
 
 
  stdinclude(root.edf)
 
  framedelta
 
  {
 
      name = S_TROO_DIE1    // Frame we want to start the script on
 
      action = StartScript  // The startscript codepointer
 
      args = {1,0}          // Codepointer's arguments, starts script 1 and sets the type to game (0)
 
  }
 
 
 
Load the EDF with your map and script, and whenever you kill an imp (therefore going onto the frame S_TROO_DIE1, it will run script 1, outputting "Hello World". As this script is a gamescript, it will do this on every map.
 
 
 
[[Category:Scripting]]
 

Latest revision as of 17:03, 7 August 2013

Small used to be a scripting engine available for Eternity. It had to be removed because of lack of compatibility with 64-bit systems. Currently you can use ACS scripting instead.