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==Scripting== |
==Scripting== |
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===Basics about the Script Engine=== |
===Basics about the Script Engine=== |
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− | We use the LUA scripting language for mission scripts. Every Script is executed when the map is loaded and the Scriptsystem written in LUA translates the meta-scripts to actual C++ objects and builds the script statemachines. |
+ | We use the LUA scripting language for mission scripts. Every Script is executed when the map is loaded and the Scriptsystem written in LUA translates the meta-scripts to actual C++ objects and builds the script statemachines. [http://battleforge.wikia.com/index.php?title=Category:Script_Engine Read] first before you start with scripting . |
+ | |||
===BattleForge Specifics=== |
===BattleForge Specifics=== |
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EA Phenomic uses some special syntax for BattleForge, click [http://battleforge.wikia.com/index.php?title=Category:BattleForge_Specifics here] to look at it. |
EA Phenomic uses some special syntax for BattleForge, click [http://battleforge.wikia.com/index.php?title=Category:BattleForge_Specifics here] to look at it. |
Revision as of 17:04, 18 February 2012
Tutorials
There's a growing number of Tutorials on how to use the Map Editor available here.
Installation and Launching
Installation
The Editor is installed from the Bootstrapper. When you first open the Bootstrapper you will see tab over the server window called "Optional Components". On that tab you can check to install the Editor.
Launching
There are two way to launch the Editor. You can launch it from the Bootstrapper window when you first start it up or you can find the actual executable in the program folder and launch it that way. It is called "pluginbasededitor.exe".
Editor UI
Learn more about the graphical user interface of the "pluginbasededitor" here.
How you can move, rotate and zoom the editor camera, find out here.
Editor Shortcuts
Click here to see a list of all shortcuts used in the editor.
Editor Menu Bar
Description of the whole Menue Bar step by step, click here.
Editor Tools
The Editor comes with a number of different tools for editing your map. Nearly every tool has an associated Tool Window. The Tool Window is often vital for use of the tool. They can be accessed from the "Windows" menu. To see all the Tools with a guidance, click here.
Scripting
Basics about the Script Engine
We use the LUA scripting language for mission scripts. Every Script is executed when the map is loaded and the Scriptsystem written in LUA translates the meta-scripts to actual C++ objects and builds the script statemachines. Read first before you start with scripting .
BattleForge Specifics
EA Phenomic uses some special syntax for BattleForge, click here to look at it.
Script Files
All scripts are put into a sub-folder. The folders path is "...\<mapname>\script1", when seen from the map directory. For more information click here.
Entity Tags
Most entities in the Map Editor can be assigned a tag. These tags are used as an identifier for the entity and are used to reference that entity from script. Tags are assigned from the Entity Properties Editor. They can also be assigned by scripts.
Example Scripts
Battleforge has been revived by a group of passionate players and developers under the name Skylords Reborn
It is a fully functional, community-made, non-profit and completely free-to-play relaunch of the game. The relaunch has been worked on for several years, and receives regular updates.
The new Wiki can be found here: Skylords Reborn Wiki Page
.