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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: What Language?
V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
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Level 3
Category: CoD4 Scripting
Posted: Friday, Jul. 18, 2008 07:48 am
What scripting language does COD4 use? I'd like to learn how to do some basic stuff ( moving things up+down / side to side ). I have read & used some stuff people have made. I think I understand some of it, it's just knowing how to place it down on paper ( in what order etc. ). If I know what language it uses I could look it up a little more but I don't know what it is.
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoD4 Scripting
Posted: Friday, Jul. 18, 2008 12:07 pm
82ndAB-Talon writes...
Quote:
What scripting language does COD4 use? I'd like to learn how to do some basic stuff ( moving things up+down / side to side ). I have read & used some stuff people have made. I think I understand some of it, it's just knowing how to place it down on paper ( in what order etc. ). If I know what language it uses I could look it up a little more but I don't know what it is.


Most game engines use their own language. COD games are no different.

COD script is mainly C++, but it has a lot of QuakeC# in it.

QuakeC# was a language devised by John Carmack for the original Quake game, and went through a lot of revisements.

It was finally ported over to a C++ base and that found its way into a lot of ID Tech3 game engines, including the RTCW engine by Splash Damage, which was licensed to IW for COD1.

The only real way to learn COD script is to visit the Script Documentation Wiki here:

http://www.zeroy.com/script/

Sorry that its not complete, but its a reconstruction of the original one that IW in their infinite wisdom took down and never put back up again.

Other than that, just get hold of the RAW GSC files supplied with the Tools, and look long and hard through them. That's how I learnt it.
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tourist.Tam
General Member
Since: Feb 2, 2007
Posts: 397
Last: Oct 6, 2009
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Level 5
Category: CoD4 Scripting
Posted: Friday, Jul. 18, 2008 12:53 pm
Quote:
Tally writes...
... It was finally ported over to a C++ base ...


Not wanting to go into an argument about this; do you have a source for this info? Or this that already stated in wikipedia, and I would have missed that?

I thought QuakeC was still used (arguably a variation of C)

Regards,

Tam
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Friday, Jul. 18, 2008 01:11 pm
Tally is right, i can't provide a source but from experience can agree.
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V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
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Level 3
Category: CoD4 Scripting
Posted: Friday, Jul. 18, 2008 06:54 pm
That sucks[ohwell]. Again, thanks for the replies. As usual, you guys are a great help.
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoD4 Scripting
Posted: Saturday, Jul. 19, 2008 08:13 am
tourist.Tam writes...
Quote:
Quote:
Tally writes...
... It was finally ported over to a C++ base ...


Not wanting to go into an argument about this; do you have a source for this info? Or this that already stated in wikipedia, and I would have missed that?

I thought QuakeC was still used (arguably a variation of C)

Regards,

Tam


Erm, not a single source, no, but various ones. Books Ive read on game design mainly.

But there are a few clues to its process in wikipedia if you're foolhardy enough to rely on such an error-laden source (wikipedia is denounced in academic circles, dont you know?).

The conversion was not a single process. It was done in stages until John Carmack himself did a total re-write of the C# base of the ID Tech3 engine for the ID Tech4 engine.

If you like wikipedia sources/quotes, I can give you this one:

Quote:
The Doom 3 engine began as an enhancement to id Tech 3. Originally it was planned to be a complete rewrite of the engine's renderer, while still retaining other subsystems, such as file access, and memory management. After the new renderer was functional, however, the decision was made to switch from C to the C++ programming language, necessitating a complete restructuring and rewrite of the rest of the engine;


source

However, despite the process not being fully completed until the introduction of the ID Tech4 engine, the actual process of converting QuakeC# to C++ began with Ritual Entertainment, with their Heavy Metal FAKK game, the engine of which was the basis of Medal of Honor.

The inclusion in their revamped ID Tech3 engine, with its seminal fully implemented MD4 skeletal animation model, of various C++ functions such as sprintf and va() are clear indications of this.

The process was continued in the engine used for both Return to Castle Wolfenstein and Wolfenstein: Enemy Territory. The netcode used in that engine is recognised to be almost entirely C++ based, and was done because of the C++ basis of MS's .Net Framework (netcode based on C# is not as efficient as a C++ one when run over a .Net foundation).

edited on Jul. 19, 2008 04:15 am by Tally
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tourist.Tam
General Member
Since: Feb 2, 2007
Posts: 397
Last: Oct 6, 2009
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Level 5
Category: CoD4 Scripting
Posted: Monday, Jul. 21, 2008 02:05 am
Thanks Tally, I appreciate the effort. Just a precision:

You are talking about QuakeC#, and C#; I have to understand you are not talking about the .Net language C# but the same QuakeC (that you name QuakeC# for a reason that I don't know)?

And yes sometimes Wikipedia is my first stop for getting a grasp at thing I don't know about. A bit like Google .... A necessary evil, I guess.

Regards,

Tam
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoD4 Scripting
Posted: Monday, Jul. 21, 2008 02:24 am
tourist.Tam writes...
Quote:
Thanks Tally, I appreciate the effort. Just a precision:

You are talking about QuakeC#, and C#; I have to understand you are not talking about the .Net language C# but the same QuakeC (that you name QuakeC# for a reason that I don't know)?

And yes sometimes Wikipedia is my first stop for getting a grasp at thing I don't know about. A bit like Google .... A necessary evil, I guess.

Regards,

Tam


QuakeC# is just a C# based language with some unique game-specific functions in it. That's all.

And I never said .Net was C#. The .Net language supports the popular four: C#, VB.NET, C++ & J#. But as they are all compiled into IL (Intermediate Language), normally it doesnt make a lot of difference which one you choose.

However, with game netcode, C# seems to be the worst for wear, and C++ makes the transition to IL much smoother. Hence why C++ was choosen as the best of the popular four languages for game netcode applications.

edited on Jul. 20, 2008 10:35 pm by Tally
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 Scripting
Posted: Friday, Aug. 22, 2008 12:54 pm
Quote:
http://www.zeroy.com/script/

Sorry that its not complete, but its a reconstruction

almost recovered
http://infinityward.com/forum/viewtopic.php?f=7&t=2836&st=0&sk=t&sd=a&start=30

but lots of utility functions are undocumented, like waittill_dead
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoD4 Scripting
Posted: Friday, Aug. 22, 2008 01:19 pm
Sevenz writes...
Quote:
Quote:
http://www.zeroy.com/script/

Sorry that its not complete, but its a reconstruction

almost recovered
http://infinityward.com/forum/viewtopic.php?f=7&t=2836&st=0&sk=t&sd=a&start=30

but lots of utility functions are undocumented, like waittill_dead


There is no such function in any COD as waittill_dead. waittill("string" ) yes. But not waittill_dead.

waittill() was never included in the Script Functions of either COD2 or COD4. Neither were things like notify(), or endon(). The Library was never exhaustive.

edited on Aug. 22, 2008 09:22 am by Tally
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