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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has permission to post map review topics in the Custom Map Reviews section of the forum. |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Hey guys, im pretty new here and was trying to learn some basic scripting with http://ugx-mods.com/wiki/index.php?title=Scripting_Guide. It isn't really making any sense and I was thinking that with the way i learn things the only way for me to get a little knowledge in scripting to to write a little basic script of my own. I was wondering if anyone was willing to help walk me through it and give me little tips and tricks as i go along in real time as im writing the script. I could also work on making scripted functions happen radiant and maybe someone could help me with that too. It would be something as simple as a button to turn a couple lights on( im pretty sure that script is out there somewhere, but I would like to change it up and write my own version to help me learn)or something else basic, but something as little as that will help me to get the hang of things and help me to write some scripts of my own.
If anyone would like to help PM me or comment, Thanks
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
I'd also recommend W3Schools: http://www.w3schools.com/default.asp
This site is only focused on web development stuff (HTML, CSS, JavaScript...), not cod scripts, but I'd recommend you to look some JavaScript stuff there because, in my opinion, JS and the game scripts (gsc) are really similar (I think that's why I got used to them really quickly).
You'd need HTML to run JS but, as it's only for learning the basics of scripting, I think it's a really good web.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
I wasn't gonna say anything, but I thought that ruby, basically a cross between python and javascript, was the most codscript like language myself. I can see see how people think javascript is more like it though, at least syntax wise.
Only real issue I think for me, is python was a lot more fun than javascript to me. A lot more fun. So that learning path, or transfer was easier for me. So, whichever way you go, have fun, cause that affects how much you "get it".
To acquire any ent, it MUST BE SET AS A SCRIPT_MODEL (XMODEL) OR SCRIPT_BRUSHMODEL (BRUSH) IN ORDER TO BE SEEN BY SCRIPT.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Really?
I took a ruby on rails course on codecademy, forgot to mention that one, that was short, but used similar syntax, switch cases and arrays instead of tuples. But maybe I'm missremembering
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Spoiler: click to open...
C definitely looks closer than Ruby to GSC to me. The two biggest differences being:
A. Functions must specify what its returning, while GSC doesn't.
B. Variables must be initialized to the data type that it will be holding(for example, an (int)eger).
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Box Mappers Elite |
only thing that screwed me is this :
If however, you do wish to learn different languages in the future, I'd recommend to start with something other than GSC. My advice would be to learn C#
Has permission to post map review topics in the Custom Map Reviews section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Thanks guys, all these sites will help me out greatly Hope to be learn' some scripting
Has permission to post map review topics in the Custom Map Reviews section of the forum. |
if you wanted to learn from treyarchs stuff i would recommend looking through _zombiemode_perks.gsc ( and dlc3_code.gsc for anything you cant find, like the power switch functionality )
I see a lot of people voting against that one as a start point, by was the first thing i came into here, and found it "fairly" easy to read. It clearly defines the functions for turning the induvidual machines on ( alhtough does them each "hard coded" instead of in some "dynamic" way )
Its pretty much a standalone, so anything you need, or relates to it, is pretty much in that file somewhere. Anything that isnt - will be in one of the scripts listed at the top
It covers how and where to properly thread, so that you can "precache" corectly, before moving onto the code to execute "after" load ( so the main functionality ) - precaching is very important, so a good place to see what they did
Its also shows you rought examples of how to use and swap models, use FX, use sounds, use hud elements to show things like the perk icons and interact with a players inventory and points
Id maybe give that a quick read or two, if it seems to confusing then maybe look at something else. youll find the top is the "init" function for geting started, below that is that pack a punch functionality, and below that is the "perks" functionality. So Is quite basically laid out