Editing Scripting Tutorial: Working with FormLists

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{{Incomplete}}
This article is a WIP. I'll try to finish it in the next few days.--[[User:Omzy|Omzy]] 00:50, 1 August 2009 (UTC)
==IMPORTANT==
==IMPORTANT==
'''You will need [[Fallout Script Extender|Fallout Script Extender (FOSE)]] for this tutorial.'''
'''You will need [[Fallout Script Extender|Fallout Script Extender (FOSE)]] for this tutorial.'''
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*You can use the [[ListGetCount]] function.
*You can use the [[ListGetCount]] function.


=Using Lists to Create Floating Text=
==Using Lists to Create Floating Text==
This example goes beyond what a casual modder might attempt to accomplish, but it displays the abilities of lists quite well.
This example goes beyond what a casual modder might attempt to accomplish, but it displays the abilities of lists quite well.


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#Cid
#Cid


Let us create a [[FormList]] for each name that contains the letters of that name. The name of each list will be ''nameX'' where ''X'' is the name (e.g. ''nameCloud''). If we try dragging and dropping ''B, a, r, r, e, t'' into a FormList for the name Barret, we will not be able to add the second ''r'' because dragging and dropping allows us only to add base forms to a FormList once, since they have the same FormID. So, we must add the letters as references via a script using [[ListAddReference]] OR by placing the letters into the world in a cell somewhere and dragging their references from the Cell View window. For this example, lets assume we've added them to a test cell somewhere so we can use [[MoveTo]] to relocate them to their destinations. We will add the letters so that the first letter of each name is at index 0.
Let us create a [[FormList]] for each name that contains the letters of that name. The name of each list will be ''nameX'' where ''X'' is the name (e.g. ''nameCloud''). If we try dragging and dropping ''B, a, r, r, e, t'' into a FormList for the name Barret, we will not be able to add the second ''t'' because dragging and dropping allows us only to add base forms to a FormList once, since they have the same FormID. So, we must add the letters as references via a script using [[ListAddReference]] OR by placing the letters into the world in a cell somewhere and dragging their references from the Cell View window. For this example, lets assume we've added them to a test cell somewhere so we can use [[MoveTo]] to relocate them to their destinations. We will add the letters so that the first letter of each name is at index 0.


===Inefficient Script===
If we wish to print these names into the world somewhere, we can use the [[Label]]/[[GoTo]] loop, one loop for each FormList of letters:
If we wish to print these names into the world somewhere, we can use the [[Label]]/[[GoTo]] loop, one loop for each FormList of letters:
   scn floatingNamesScript
   scn floatingNamesScript
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   End
   End


The script was cut short because it is a bit tedious, since we have 9 names to print. The script could also quickly get long if we put more instructions into each loop, like angle and scale information.
This seems a bit tedious, since we have 9 names to print. The script could quickly get long if we put more instructions into each loop.
 
===Lists of Lists===
As it would seem, a FormList is also an object in the editor, which has its own FormID. That makes a FormList a Form. What this means is that FormLists can contain other FormLists. Lets use this to our advantage by making another FormList named ''namesList''. Now we will drag and drop all 9 of our name FormLists into this new FormList.
 
===Efficient Script===
Our script just got a whole lot shorter:
  scn floatingNamesScript
  ;vars (not listed for brevity)
  Begin GameMode
    ;set first letter's position
    set firstLetterPosX to 1000
    set firstLetterPosY to 1000
    set firstLetterPosZ to 1000
    ;initialize current letter's position
    set letterPosX to firstLetterPosX
    set letterPosY to firstLetterPosY
    set letterPosZ to firstLetterPosZ
    ;distance to the next letter
    set letterOffsetX to 0
    set letterOffsetY to 5
    set letterOffsetZ to 0
    ;distance to the next name
    set nameOffsetX to 0
    set nameOffsetY to 0
    set nameOffsetZ to 10   
    ;PRINT NAMES
    Label 1
      set letterList to ListGetNthForm namesList countNames
      set countLetters to 0
      Label 2
        set currentLetter to ListGetNthForm letterList countLetters
        currentLetter.MoveTo Player
        currentLetter.SetPos X letterPosX
        currentLetter.SetPos Y letterPosY
        currentLetter.SetPos Z letterPosZ
        ;add offsets for next letter
        set letterPosX to letterPosX + letterOffsetX
        set letterPosY to letterPosY + letterOffsetY
        set letterPosZ to letterPosZ + letterOffsetZ
        set countLetters to countLetters + 1
      if countLetters < ListGetCount letterList
        GoTo 2
      endif
      set countNames to countNames + 1
      ;set position of next name's first letter
      set letterPosX to firstLetterPosX + nameOffsetX * countNames
      set letterPosY to firstLetterPosY + nameOffsetY * countNames
      set letterPosZ to firstLetterPosZ + nameOffsetZ * countNames
    if countNames < ListGetCount namesList
      GoTo 1
    endif
  End
 
That was the entire script to print all 9 names in a cell. If these initial positions are changed, this script can print these names anywhere in the game world. If we add more names or want to change the names, this can easily be done in the editor without modifying the script.
 
The moral of the story is: '''there is a lot you can accomplish by working with FormLists'''.


[[Category:Scripting]]
As it would seem, a FormList is also an object in the editor, which has its own FormID. That makes a FormList a Form. What this means is that FormLists can contain other FormLists. Lets use this to our advantage by making another FormList named ''namesList''. Now we will drag and drop all 9 of our name FormLists into this new FormList. Our script just got a whole lot shorter:
[[Category:Tutorials]]
[[Category:Advanced_Modding_Techniques]]

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