27-07-24, 11:14 | #1 |
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TEN - Building script files
Made using Tomb Editor 1.7.1. pack (including Tomb Engine 1.4.)
Last update to TE/TEN: - Just like in the classic engines, TEN also uses scripting to build levels. In the case of the good old TRLE, you could experience that making script means typing numerical (or sometimes textual) values in the fields of different script commands. It seemed a pretty easy procedure. TRNG is based on TR4, so TRNG script followed the same pattern - though, even a bit more complicated way, also using constants and such. TEN scripting is not some TEN-specific procedure, it is called "Lua scripting". Perhaps for you, who is a beginner in building TEN, it is not really understandable and not really important. But what must be important is that you need to keep in mind that Lua scripting is completely different. It is not about commands and their fields, it has different and more parameter types, and not simply level blocks and command lines make its structure. So Lua scripting is really diverse, you need to learn more about not only TEN happenings which are available with scripting, but even about scripting techniques. It is meaningless to deal with TEN happenings till you don't know enough about scripting techniques. - So let's start. Now I start a tutorial sequence to introduce Lua scripting techniques. This current tutorial is the first member of this sequence - it will be very short, I only introduce the script files now. However, I don't want to tell once more some basics about scripting in TEN, read these here and here. Besides, you already needed to do some scripting, when you created your current level (i.e. this level needs a block in Gameflow.lua script file and a level name in Strings.lua script file), that is why now I don't need to introduce Scripting Studio in TIDE, where you can see/edit your script for your game/level. Also remember: when you finished editing your script files, so they are ready to build them for the game, then you don't have a separated "building" function. I mean, simply save the changes in the files - and after that the script is already ready for the game. ---------- Notes:
Last edited by AkyV; 29-07-24 at 18:39. |
27-07-24, 12:32 | #2 |
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In the "new level" tutorial (linked in the previous post) you could already get to know of Scripting Studio of TIDE, the script files with LUA extension, and the File Explorer of Scripting Studio, where the LUA files are listed, to be selected and opened in Scripting Studio.
File Explorer shows the LUA files in Scripts folder and its Levels subfolder. This folder structure is available in the Engine folder of the main project folder.
Notes:
Last edited by AkyV; 30-07-24 at 06:07. |
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