this is my own guide for scripting, it is incomplete and lacks a lot of formatting (I will try and get round to that soon). It was written in 2.5 hours and contains a lot of basic and slightly advanced guides on several base topics. Some areas contain more detail than others depending on relevance and difficulty.
When I get more time, I will add to this guide. Once I have pretty much finished the majority of the guide I will provide several new scripts using several advanced functions.
This guide should be used as a small starting guide for people new to scripting, and reference for those who know some scripting. This will provide an insight into how script can improve the fun of maps, and hopefully will help answer questions for those who are stuck.
If you find any problems (be it wrong syntax, spelling or etc) then post. If you want to request/criticise/compliment or whatever, again post.
All scripts are contained within simple text files that contain no formatting, so programs such as Word are not to be used. The file format used for scripts within the Call of Duty series is 'GSC' (.gsc). It is recommended you use a simple but effective editor for programming, such programs include Crimson Editor, Programmers Notepad and Editplus.
A few things you need to know before reading any further are a few common words used within scripting.
Variables: variables are data storage locations which are assigned a name. For example...
The variables are declared on the left, and assigned a value such as an integer (whole number), a float (a number containing a decimal), a string (text and symbols) or a boolean (true/false).
integerthing = 1; //by the way, comments like this can be made using //, and are ignored by the game.
floatthing = 0.5;
stringthing = "Text and symbols 1234567890";
booleanthing = true; //another thing, almost every line must have a ; at the end or the script won't work. More on that later.
Entities: These are objects that are used in maps, and can be referenced in the script. Entities include players, dropped guns, objectives, script_models, etc.
They can be referenced using their their targetname or classname that has been set within the map.
Functions: an action or procedure that can be called or threaded and can return a value. For example...:
The main function in the above code is funcMove(), and it will perform the actions inside the curly braces when it runs. There is also another function, moveY, which is a built-in function inside COD4, and moves an entity on the Y axis.
self moveY(320, 3);
Arguements: These are key piece of information that are passed along to functions, and can be any type of object (entity, string, boolean etc). The function that was passed the arguments can then reference them.
For example, if a function is shown as:
The function is asking for two arguements to be sent to the function. An example of this in use...
As you can see, function() is called on both 'ent' and 'thing', and the two arguments '320' and '5' are passed to the new function as 'distance' and 'time'. Then moveZ is called on the entities.
ent function(320, 5);
thing function(320, 5);
ent moveZ(distance, time);
Calling/Threading: these are used with functions. Functions can be threaded or called sequentially.
If a function is threaded, then that function is performed while the script continues, whereas if a function is called sequentially, the script waits until the function is completed before it continues. Examples...
Self: If you call a function on an entity e.g 'unnamedent thread dostuff()', then within the function dostuff(), you can refer to unnamedent as 'self'.
function(); //the script will stop at this line and carry out function() before going down to...
thread function(); //this will start function() and carry on to execute 'ent moveZ'
ent moveZ(350, 5);
Ok , i hope you enjoy this tutorial, this is the 1st part , in the next part i will teach the Variables.
ent = getent("ent","targetname");
self moveZ(150, 5);