Script Controller

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Revision as of 03:03, 19 March 2008 by Hulshoj (Talk)
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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.

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Tigger 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.



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Controller Settings


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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