custom behaviours?

New releases and general discussions.

Post » Fri Nov 07, 2008 7:50 pm

is it possible for us to come up with our own custom behaviours via script?

it gives us game creators more flexability rather than actually choosing a behaviour compartment from the list and the character automattically acting like that.
B
1
G
4
Posts: 3
Reputation: 1,031

Post » Fri Nov 07, 2008 7:52 pm

[quote="ddot":2a7sjg2d]is it possible for us to come up with our own custom behaviours via script?[/quote:2a7sjg2d]
Define this "script" you speak of.
B
4
S
2
G
4
Posts: 719
Reputation: 2,938

Post » Fri Nov 07, 2008 7:54 pm

probably python.

as a custom scripted behaviour.
B
1
G
4
Posts: 3
Reputation: 1,031

Post » Fri Nov 07, 2008 8:14 pm

Python is avaliable or will be avaliable, but you can always do it through Eventing.
B
4
S
2
G
4
Posts: 719
Reputation: 2,938

Post » Fri Nov 07, 2008 10:40 pm

Behaviors are coded in the C++ plugin SDK - which is pretty heavyweight for most users, I agree. But there's no other way to add something to the behaviors list at the moment. We might be able to come up with something event based in the long-term, but we're looking at firmly post-1.0 features here.
Scirra Founder
B
359
S
214
G
72
Posts: 22,952
Reputation: 178,600

Post » Mon Nov 10, 2008 2:53 pm

viewtopic.php?f=17&t=1925

would something like this work?
B
5
S
2
G
4
Posts: 632
Reputation: 2,829


Return to Construct Classic Discussion

Who is online

Users browsing this forum: No registered users and 3 guests