Difference between revisions of "Script Modules"
m (→Module Manager: SPG fix)
Revision as of 23:29, 7 December 2005
AGS script modules are a way for AGS script code to be reused and shared. They work like plugins, though a module manager, but are written in AGS script code entirely, and thus are independent of the platform on which a game is run.
The module manager is accessed through the Script menu on AGS, where a number of options are presented:
- create a new module, from scratch
- load a module from a .SCM file that you have downloaded
- save your own module as a file others can use (modules are also saved in with the game they are used, so you don't HAVE to export them unless you want other to use them)
- Deletes an existing module form the game
- Move up
- The order of modules can be important, as it reflects the order in which they are compiled and run, so this option and the next let you chnage their ordering.
- Move down
- see Move up
Modules contain a script and a header, similar to the global script and header. They are compiled before the global script/header and can contain their own versions of global script functions such as repeatedly_execute, on_event, etc.
You can also enter a brief description of the module, a version number and authorship details in the module manager when you create a module. There are options, too, to protect the script and the module info from modification if you export and distribute your own module.