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Messages - Llelan D.

#1
Quote from: Ghost on Sat 30/05/2009 02:37:44Sounds perfectly sensible, but it's not the case- all additional functions are added manually, there's no IDE element for that.
That's what I thought. Although, 30 seconds to write a paragraph describing that would've saved me many hours of head-banging frustration searching for an answer before I finally gave up and posted.

It would seem that the documentation, and especially the demo game, are merely patched from 2.72 and have never been properly re-written. A perfect example is global messages. The manual still mentions them as if they still exist in the "Setting up the game" section, and they are still used in the demo game even though the current AGS editor can not display or edit them. The actual situation is only mentioned in the "Upgrading to AGS 3.0" section: the last place someone trying to learn the editor is going to look.

Like I said, many wasted hours of head-banging frustration.

Thank you very much for your help.
#2
In the help file under "Predefined global script functions", it says
QuoteIn your main global script file, there are some functions which are automatically added when you create the game. These are global events, and the function is called when a particular event happens. There are also some other events which you can add if you want to.
However, nowhere does it specify HOW to add these events.

The few events that are included in a templated new project are surrounded by these tags.
Code: ags
#sectionstart unhandled_event  // DO NOT EDIT OR REMOVE THIS LINE
    ...
#sectionend unhandled_event  // DO NOT EDIT OR REMOVE THIS LINE


This strongly implies that global events are like other events, they must be added or removed by the AGS editor GUI and not copied, pasted, or written manually since this could confuse the automatic synchronization between the code source and the GUI management.

I can find no GUI method to add, manage, or remove global events, nor any documentation describing this, or even if it is or is not required.

I believe, from the text I've read so far written by people discussing global event code, that there is no GUI method for adding global events and that the sectionstart and sectionend tags around these event handlers are not needed.

Can anyone let me know how global event code is intended to be added and removed in the AGS editor?
#3
Tha's what I figured. Thanks for the info folks.
#4
It does look better documented than most. Like I said, I only asked because I didn't see the answer to that question documented, and experience has taught me to find these things out up front. Thanks for the answer.

However, this does mean that this application does add yet another proprietary script to the world. Is there a reason that a publicly specified script (like an ECMA derivative) is not being used, or is this just historical?
#5
What script engine does AGS use?
Is the script engine public or proprietary?
Is the script ECMA compliant?
If ECMA compliant, can AGS be configured to use a different script engine?

I ask because, with many applications that have a script engine, the application script documentation may be less complete than the docs that come with the script engine itself. The script engine docs could be used to answer more detailed and specific script questions.

Also, whenever possible I like to configure apps to only use JavaScript. I've memorized way too many script languages already.
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