Difference between revisions of "Myfirstscript"

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imported>Persidon
(My First Script)
imported>Persidon
(Scripting for Dummies version 1.0)
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<b>Scriptname</b>: This is a MUST HAVE, or the script wont Compile (Save)<br />
<b>Scriptname</b> - This is a MUST HAVE, or the script wont Compile (Save)<br />
<b>Begin OnActivate</b>:
<b>Begin OnActivate</b> -
  ◘ <b>Begin</b>: Tells the script to begin<br />
  ◘ <b>Begin</b>: Tells the script to begin<br />
  ◘ <b>OnActivate</b>: Tells the script to start when the object this script is attached to, is activated. Well OnActivate is one of lots of block types.
  ◘ <b>OnActivate</b>: Tells the script to start when the object this script is attached to, is activated. Well OnActivate is one of lots of block types.<br />
<b>ShowMessage</b>: This produces the Message box that has an Editor id of MyMessage
<b>ShowMessage</b> - This produces the Message box that has an Editor id of MyMessage <br />
<b>End</b>: This ends the OnActivate Block
<b>End</b> - This ends the OnActivate Block

Revision as of 04:24, 11 May 2010

Welcome to The MyFirstScript Tutorial.

Here, I will try and explain the basics of Fallout 3 Scripting.

What is a Script?

Well, A script is a piece of code segments, written by the writer to produce effects to the game.

Scriptname MyFirstScript 

Begin OnActivate

ShowMessage MyMessage 

End

What the heck is That Well its the easiest code written in the fallout 3 language All, the above does is Shows the messagebox MyMessage


Scriptname - This is a MUST HAVE, or the script wont Compile (Save)
Begin OnActivate -

Begin: Tells the script to begin
OnActivate: Tells the script to start when the object this script is attached to, is activated. Well OnActivate is one of lots of block types.

ShowMessage - This produces the Message box that has an Editor id of MyMessage
End - This ends the OnActivate Block