ZScript Documentation

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: ZScript Documentation

Postby Graf Zahl » Tue Jun 20, 2017 4:15 am

Of course you cannot use Actor.GetCVar from an Event handler without specifying the actor in which context to use it.

So 'players[0].mo.GetCVar(...)' would be the proper way to read a CVar from player 1's context.

And for static CVARs you do not need any function at all, you can just use their name as a global read-only variable.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: ZScript Documentation

Postby Kinsie » Tue Jun 20, 2017 3:40 pm

Graf Zahl wrote:Of course you cannot use Actor.GetCVar from an Event handler without specifying the actor in which context to use it.

So 'players[0].mo.GetCVar(...)' would be the proper way to read a CVar from player 1's context.

And for static CVARs you do not need any function at all, you can just use their name as a global read-only variable.
Thanks for this, cleans things up a little bit.
User avatar
Kinsie
Glarepokes (thx Kura-san!)
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me

Re: ZScript Documentation

Postby Major Cooke » Sun Jul 16, 2017 2:11 pm

I made this page in the effort to help programmers who are transitioning into using ZScript become a bit more familiar with its syntax, but it probably needs more work done.
User avatar
Major Cooke
Busiest college semester yet. On temporary hiatus.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: ZScript Documentation

Postby Nash » Sun Jul 16, 2017 7:57 pm

Curious... if multi-return is a LUA feature, how did ZDoom do multi-returns in C++ before?
User avatar
Nash
Nash Muhandes [Audio Engineer | Game Designer | Scripting]
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: ZScript Documentation

Postby Gutawer » Mon Jul 17, 2017 7:00 am

Assuming you're talking about in the C++ source, it just wouldn't have, as C++ doesn't have that feature. Can be replicated easily with something like an std::tuple, though.
User avatar
Gutawer
 
Joined: 16 Apr 2016
Discord: Gutawer#3431

Re: ZScript Documentation

Postby Gez » Mon Jul 17, 2017 9:57 am

Please keep wiki style in mind when creating pages. Capitalize only things that actually need to be capitalized.

Tutorial On How To Make A Door -- wrong! don't do that! stop doing that!
Universal Doom Map Format -- caps okay because it's the proper name of a standard
A_FireMissile -- caps okay because function names use CamelCase
Gez
 
Joined: 06 Jul 2007

Re: ZScript Documentation

Postby Major Cooke » Fri Jul 21, 2017 4:29 pm

Sorry. Bad habit. I was raised in a setting where if it has a title, It Must Have a Capital Except for Certain Words. As in, they put a drill to the back of my head. Almost.

...private schools I swear...
User avatar
Major Cooke
Busiest college semester yet. On temporary hiatus.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: ZScript Documentation

Postby UsernameAK » Tue Jul 25, 2017 2:43 pm

I think there's need for JavaDoc-like documentation generator for ZScript.
UsernameAK
 
Joined: 15 Jul 2015
Location: Ukraine

Re: ZScript Documentation

Postby Kinsie » Thu Jul 27, 2017 6:59 am

UsernameAK wrote:I think there's need for JavaDoc-like documentation generator for ZScript.
DPJudas was toying with something like this in a QZDoom branch back in February in the mainline ZScript Discussion thread. I haven't heard head or tail of it since, so I don't suspect it ever reached a point where it could be rolled into a release build.

Pity, it'd come in very handy, both for the mainline engine itself and for modders to document their work and welcome additional content to be bolted onto theirs, ala Reelism's makeshift mod system or Brutal Doom's endless forks.
User avatar
Kinsie
Glarepokes (thx Kura-san!)
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me

Re: ZScript Documentation

Postby dpJudas » Thu Jul 27, 2017 11:41 am

That would be this branch: refdocs

I didn't really try to finish it because it felt like I got a combination of shrugs and "yeah you go code that" feedback. As I didn't need ZScript documentation myself I figured that there's better things to spend my time on. :)

In any case, the code is there if anyone wants to pick up after where I stopped.
dpJudas
 
Joined: 28 May 2016

Re: ZScript Documentation

Postby Major Cooke » Mon Jul 31, 2017 7:28 am

...So this is where this thread was relocated to.
User avatar
Major Cooke
Busiest college semester yet. On temporary hiatus.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Previous

Return to General

Who is online

Users browsing this forum: No registered users and 4 guests