Difference between revisions of "HowTo:Edit Missions:Python:Summary"
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− | * Missions must inherit from | + | * Missions must inherit from <code>Director.Mission</code> |
− | * AI's must inherit from | + | * AI's must inherit from <code>VS.PythonAI</code> |
− | * Missions must have an | + | * Missions must have an <code>__init__</code> function with any number of arguments that calls <code>Director.Mission.__init__ (self);</code> to trigger the C++ binding |
− | * AI's must have an | + | * AI's must have an <code>init(self, un)</code> function with those exact 2 arguments... the second one is the parent <code>Unit</code>. 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 <code>self.GetParent()</code> function as the AI script. |
− | * Both AI's and Missions may have an | + | * 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 | + | * 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 | | {{NAV_Manual | | ||
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| next=[[HowTo:Edit_Missions:Writing_addon_adventures|Writing AddOn Adventures]] | | next=[[HowTo:Edit_Missions:Writing_addon_adventures|Writing AddOn Adventures]] | ||
}} | }} | ||
− | [[Category: | + | [[Category:HowTos|Edit Missions:Python:Summary]] |
+ | [[Category:Development|Edit Missions:Python:Summary]] |
Revision as of 19:22, 28 May 2005
Python Bindings | Edit Missions | Writing AddOn Adventures |
- 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 callsDirector.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 parentUnit
. 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 theself.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
andUnpickle
function in order to save and load the state of a campaign (this can be incredibly complex!)
Python Bindings | Edit Missions | Writing AddOn Adventures |