This post has been copied from the private Exclusive Donor's Section to the public Announcements section. Donors saw this post on 03 MAY 2014. We will continue to copy these Tech Blogs to the Announcements section as they become old enough that the donor exclusivity was long enough.Hey there,
Welcome to the first
UGX Mods Tech Blog.
This blog is dedicated to any projects which might not be directly related to the UGX Mod, but are still important^^
I would like to introduce something for scripters which I was working on for a while now and which will be released ( hopefully ) soon as a beta.
UGX Scripting Reference.Wait? Like this one?
http://www.zeroy.com/script ?
HELL NO!
Background:When I started writing my first scripts ( damn that was at the end of 2008 ! ) it was a bit tricky to know all these functions.
What do they do, what do they need and can someone give me please an example?
As it all started, I had to learn them from CoD 2/4 by taking a look at the 3arc scripts by myself.
I also disliked the "workflow" a lot with the scripting references out there on the web.
You forgot this one tiny little simple function and it felt like it took 10 minutes to find it.
Or a function didn't work as expected because you didn't know what it needed as an input or what exactly it returns.
Well, Andy ( treminaor ) and I wanted to change this.
So I wrote an advanced Scripting Reference with all the features he and I wanted to see.
So what can you expect pretty soon:- Modern UI
- Favorites and Recent list
- Filters ( Singleplayer / Multiplayer, per module, per category )
- Search with autocomplete
- Easy linking to someone else
- Core functions and utility functions ( more are planned: zombie functions, ... )
- Nice syntax highlighting ( actually a bit outdated, need to tweak to the UGX Mods format! )
- Copy & Paste support.
We also added datatypes, better descriptions, examples and valid values.
Please keep in mind, this is still an ongoing process! - We're talking about ~800 core function + all others we want to add!Oh and did I mention that we even added some functions which aren't listed anywhere else?^^
Take a look for yourself:(
click the image for a larger preview )
Feel free to leave your feedback. Suggestions, criticism.. anything is welcome ( as long as you don't break the rules
)
How did we get all the data?Please note: Nope we didn't rip this from another site. ( Apparently I have to write this to keep haters on a minimum level, again, apparently they won't be avoidable I guess )
The "core" (engine) functions were taken from the CoD 2 documentation.
The utility / common functions were taken straight from the script files.
For this task, I wrote an application which gathers all the information.
Andy ( treminaor ) found / added some additional, not mentioned functions. ( They were added in WaW )
We both, added all the datatypes / valid values / descriptions ( mostly custom ones, based on our scripting knowledge with more insight and better / easier descriptions^^ )
So what's next? - When is the releaseAfter we add all functions, we will make sure it will work fine for the beta.
Then we will release it and keep extending it ( correct incorrect stuff, fill in examples, datatypes, ... )
As I mentioned already, this is an ongoing and long process - we want to make sure everything is correct.
[
Scripters are welcome to help us on this - more on this when it's in beta and available to the public]
Ok guys, that's it for the first Tech Blog.
I promise the next one will be even better!!
Oh, btw, Tech Blogs won't be released in a certain interval or specific day. Just keep an eye on the forum
Thanks for reading
Alexander alias Delta