VoidExpanse/Consumable scripting: Difference between revisions
Atomic-admin (talk | contribs) No edit summary |
Ai enabled (talk | contribs) |
||
Line 23: | Line 23: | ||
} | } | ||
</pre> | </pre> | ||
(Please note: OnInit() method is executed only for Global and Internal scripts) | |||
After that, every time a player uses a consumable with the xml-id "consumable_ballistic_ammo", function "onBallisticAmmoConsumableUsed" will be called. | After that, every time a player uses a consumable with the xml-id "consumable_ballistic_ammo", function "onBallisticAmmoConsumableUsed" will be called. | ||
Latest revision as of 08:08, 20 April 2015
This article is a draft and may contain incomplete or even incorrect information. You can help by expanding it. |
---|
Consumables Scripting
In most cases the standard xml-structures are more than enough to implement consumable effects. However, if we need to do something special, for example, restock ammo, self-destruct, teleport or kill all ships in front of the player, you will need scripts.
There are no hard rules for scripting consumables, here are just a couple of tips. For example, if we need to create a consumable that refills ammo in all of the players ballistic weapons. First of all, we need to create a basic consumable xml, with an empty effects node.
<effects> <!-- no effects here --> </effects>
Then, you create a new global script in folder /scripts/globals/, in which you hook some function to a special trigger:
function OnInit() { actions.BindToTrigger("onConsumableUsed", "onBallisticAmmoConsumableUsed", {id: "consumable_ballistic_ammo"}); }
(Please note: OnInit() method is executed only for Global and Internal scripts)
After that, every time a player uses a consumable with the xml-id "consumable_ballistic_ammo", function "onBallisticAmmoConsumableUsed" will be called.
Now, all that's left is to implement the actual ammo refill:
function onBallisticAmmoConsumableUsed( args ) { var ballisticWeapons = ship.GetWeaponsOfType( args.ship_id, 2 ); if(ballisticWeapons == null) return; for(var i =0; i < ballisticWeapons.length; i++) { ship.RefillAmmoForWeapon( args.ship_id, ballisticWeapons[i] ); } }
That's all, now we have a consumable that refills ammo the of all ballistic weapons!
VoidExpanse Modding (Edit template) |
---|
Using mods: Installing and using mods Overview articles: Modding (main article), Package files structure Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility |