Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 7 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: .gsc scripting syntax
RRMS-Gumby
General Member
Since: Jul 17, 2006
Posts: 10
Last: Jul 31, 2006
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 05:51 pm
I've been searching high and low for a reference manual for the scripting language used in the gsc files.

1) What is the language actually called?
2) Where do I find a syntax description/reference manual for it?

[Note: I'm not talking about QuakeC, I'm talking about the language used in the .gsc scripts.]

Thanks for any help!

[Edit: Should have mentioned I want this for mods, not scripting maps if that makes any difference.]

edited on Jul. 20, 2006 01:52 pm by RRMS-Gumby
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 06:09 pm
1) As far as I know, there if no official name for it.. but it goes by the name "QuakeC"...

2) There is none, for as far as I know... but most syntaxes are like oridnary C or C++.

your best place to start to understanding the scripting language is to read alot of .gsc files... (the gametype files are brilliant for that)...
Share |
RRMS-Gumby
General Member
Since: Jul 17, 2006
Posts: 10
Last: Jul 31, 2006
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 06:21 pm
Caretaker:

Thanks for the quick reply. The reason I said 'not QuakeC' is because, from what I've read about QuakeC, it is a compiled language. This scripting language seems to be a higher-level interpreted language based on QuakeC...

I'd really like to know what all the members of the 'self' class are...

I'll check out the gametype files - thanks for the tip!
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 06:39 pm
There are two "QuakeC" tutorials here.

It doesn't say anything about the members of "self"... but that's mainly because it's based on what "self" is...

if "self" is an entity, the self.weapon for instance won't exist (or at least be empty)
if "self" is a player, self.weapon will be the weapon the person is carrying..

the same goes for self.score and loads of others.

Most of the self. can be found in the stock .gsc files... gametype files, sp scripting files (both maps and included .gsc files)
Share |
RRMS-Gumby
General Member
Since: Jul 17, 2006
Posts: 10
Last: Jul 31, 2006
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 07:12 pm
Caretaker:

Thanks. I read those tutorials, but they discuss the compiled QuakeC, not the scripting language.

I should have been clearer about 'self' - I'm dealing with a mod which affects the player, so I was only thinking in terms of that.

I was hoping that there was a language reference and an detailed list of the 'classes' and their 'members'.
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 07:46 pm
I haven't seen one available...

but most are listed in the gametype tutorials.. at least the ones you'll most likely be using.. unless you're planning something really radiacal for your mod :p
Share |
RRMS-Gumby
General Member
Since: Jul 17, 2006
Posts: 10
Last: Jul 31, 2006
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 08:03 pm
Caretaker:

Alrighty then! Just wanted to make sure I hadn't missed it somewhere...

Thanks for your help.

edited on Jul. 20, 2006 04:03 pm by RRMS-Gumby
Share |
StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Thursday, Jul. 20, 2006 11:41 pm
the cod scripting language is a hybrid developed by infinity ward

it most closely resembles 'Objective C' combined with elements of 'Quake C' - which is not a compiled code - rather an open ended syntax

[angryalien]
Share |
RRMS-Gumby
General Member
Since: Jul 17, 2006
Posts: 10
Last: Jul 31, 2006
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Saturday, Jul. 22, 2006 04:20 pm
StrYdeR:

Thanks for the clarification. I guess I'm just surprised nobody has put together a language reference for the scripting language. Everyone has to learn everything from scratch by searching in the forums on several sites or in the code.

I'm not voluteering [yet - I'm a sofware developer, but a QuakeC scripting noob]!
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty : CoD Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»