Script Controller
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<DD>The script will only execute concurrent copies only if unique activators are used. For example, the script will not run concurrently by just a soldier activator, it would require the soldier and some other activator in order for it to execute concurrently. | <DD>The script will only execute concurrent copies only if unique activators are used. For example, the script will not run concurrently by just a soldier activator, it would require the soldier and some other activator in order for it to execute concurrently. | ||
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+ | Return to [[RCaragogo]] |
Current revision as of 00:13, 20 March 2008
Scripts can be attached to any object that a controller can be attached to, whether it is a geometry, trigger box, etc. The most common object that a script will be attached to is a trigger box. This allows the a script to be executed be having the game player walk through invisible trigger boxes.
A script controller attached to objects produces the following settings.
- Disabled after activation
- The trigger will be disabled once it is first activated. This means whatever the trigger supposed to do, will only do it once.
- Continuously activated
- The trigger will continually be executed whenever a soldier walks through it's activating box.
- Execute Script upon load
- Once a world is loaded, the script will begin it's execution automatically, avoiding any need for the user to walk through a trigger box.
- Loop script continuously
- Once the script has completed execution, it will begin again at the start.
- Allow Concurrent runs
- While the script is begin executed, another copy of the script can begin executing at the same time.
- Require unique concurrent activators
- The script will only execute concurrent copies only if unique activators are used. For example, the script will not run concurrently by just a soldier activator, it would require the soldier and some other activator in order for it to execute concurrently.
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