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DOS/V Power Report 2003 August
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VPR0308.ISO
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GAMEDEMO
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RISEOFNATIONS
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RiseofNationsTrial.exe
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CABFILE
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GAME.CAB
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scenario
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sample_script.bhs
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Text File
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2003-04-29
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5KB
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101 lines
//******************** Sample_Script.bhs ********************//
//This is a sample script file
//The following is a skeleton scenario script file
scenario
{
labels {
//Add any constant labels here in a comma separated list.
}
run_once {
//Insert commands that should be executed only once when the script is loaded here.
}
//Main script body.
//Add triggers and other commands to be executed each game frame here.
//Use Edit->Insert Trigger Function to select from the list of available functions
//Use Edit->Insert Trigger Block to add a blank trigger block.
trigger sample_trigger (/*conditions under which the trigger will fire*/) {
/*Insert commands that will execute when trigger condition is true and the trigger is enabled.
Use trigger functions from (see list by selecting Edit->Insert Trigger Function) to control game events*/
}
}
//Using the Rise of Nations Script Editor
//====================================================================
//====================================================================
//You can use this Script Editor to edit & debug scripts
//This editor is accessible:
// 1. from the Tools & Extras menu
// 2. through the Edit Script button in the Scenario Editor
// 3. Via the Ctrl + Alt + Z hotkey during game, which may be used to debug scripts
//Script debugging capabilities are enabled when the game is running.
//All scripts are are normally stored in .bhs files, which can be loaded and debugged in this
//editor
//All scripts that are currently loaded either internally by the game or in this editor are listed
//in the "Loaded Scripts" menu.
//Scripts are used for several areas, including Scenario Editor-made scenarios, Conquer The World scenarios
//and AI building placement. However, all can be edited and debugged through this editor.
//Editing
//====================================================================
//Scripts can be edited, saved and compiled through this editor.
//It is generally recommended to edit the script from the main menu or from Scenario Editor "Edit Script" option
//For debugging purposes, it is also possible to edit a script on the fly while it is at a breakpoint
//Trigger Function Library
//====================================================================
//The 500 or so trigger functions are the primary method of accessing and manipulating game state by scripts
//For a list of available script functions, see Edit->Insert Trigger Functions.
//All listed functions are available for use within any script
//Debugging
//============================================================
//To debug one of the scripts loaded by the game:
//1. Select script from "Loaded Scripts" menu
//2. Set breakpoints (by clicking in the dark grey bar to the left OR using toggle breakpoint command)
//3. Step into/Run the script from the editor OR hit the "X" at the top right corner to hide the editor
// A message will appear when the breakpoint is hit
//4. Once at a breakpoint, additional options will appear.
// At this point you may use watch windows to check/alter the values of the variables
//5. Hiding the editor ("X" top right corner) will resume the game and continue running the scripts
//Scenario Scripts
//============================================================
//Scenario scripts are associated with a specific scenario
//and run every frame
//Scenario scripts primarily rely on Triggers (can be created through Edit->Insert Trigger Block)
//and rely on the library of trigger functions (see Edit->Insert Trigger Function for specs)
//to set the behavior of the scenario
//The scenario script is accessible directly through "Edit Script" button in scenario editor
//The script for a scenario saved in <<filename>>.sce is always <<filename>>.bhs
//See any of the scripts in ,\scenario directory for complete examples
//Conquer the World Scenario Scripts
//============================================================
//These are no different then plain scenario scripts, only that
//they are set to run with the various scenarios available in CtW
//For more information, see scripts in .\conquest\scripts directory
//AI Best-Build Scripts
//============================================================
//These scripts are used for AI building placement
//There are two such scripts, "economic" and "defensive" and they are designed
//to handle the build strategy for computer AI
//These scripts are fine-tuned for balance, and are mostly for internal use
//The scripts are locaed in .\ai\scripts directory