Difference between revisions of "HowTo:Edit Missions:Python:Summary"

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{{NAV_Manual |
 
| previous=[[HowTo:Edit_Missions:Python:Bindings|Python Bindings]]
 
| up=[[HowTo:Edit_Missions|Edit Missions]]
 
| next=[[HowTo:Edit_Missions:Writing_addon_adventures|Writing AddOn Adventures]]
 
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* Missions must inherit from <code>Director.Mission</code>
 
* Missions must inherit from <code>Director.Mission</code>
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* Both AI's and Missions may have an <code>Execute(self)</code> function that does something each frame depending on the disired result.  
 
* Both AI's and Missions may have an <code>Execute(self)</code> function that does something each frame depending on the disired result.  
 
* Missions may have a <code>Pickle</code> and <code>Unpickle</code> function in order to save and load the state of a campaign (this can be incredibly complex!)
 
* Missions may have a <code>Pickle</code> and <code>Unpickle</code> function in order to save and load the state of a campaign (this can be incredibly complex!)
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{{NAV_Manual |
 
| previous=[[HowTo:Edit_Missions:Python:Bindings|Python Bindings]]
 
| up=[[HowTo:Edit_Missions|Edit Missions]]
 
| next=[[HowTo:Edit_Missions:Writing_addon_adventures|Writing AddOn Adventures]]
 
}}
 
 
[[Category:HowTos|Edit Missions:Python:Summary]]
 
[[Category:HowTos|Edit Missions:Python:Summary]]
 
[[Category:Development|Edit Missions:Python:Summary]]
 
[[Category:Development|Edit Missions:Python:Summary]]

Latest revision as of 15:03, 21 April 2008

  • Missions must inherit from Director.Mission
  • AI's must inherit from VS.PythonAI
  • Missions must have an __init__ function with any number of arguments that calls Director.Mission.__init__ (self); to trigger the C++ binding
  • AI's must have an init(self, un) function with those exact 2 arguments... the second one is the parent Unit. I don't recommend you save the unit currently--I'm not sure if it will garbage collect the unit in that case... just call the self.GetParent() function as the AI script.
  • Both AI's and Missions may have an Execute(self) function that does something each frame depending on the disired result.
  • Missions may have a Pickle and Unpickle function in order to save and load the state of a campaign (this can be incredibly complex!)