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Old 02-07-2008, 05:18 PM   #1 (permalink)
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Question Scripting

Where can I find / is there any information available regarding scripting models?

(characters/vehicles/weapons)
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Old 03-07-2008, 03:22 AM   #2 (permalink)
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There is no such information available at the moment.
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Old 04-07-2008, 09:27 AM   #3 (permalink)
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Pure speculation here but GRID/DiRT (running on the same core engine as OPF2) use XML and Bin files (some XML files need to convereted to a readable format) If the engine can read XML probaly be able to read SQF.
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Old 04-07-2008, 01:43 PM   #4 (permalink)
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Question

Is there anywhere some detailed info (or the best next thing) where from to start?

(developer website / modding community?)

Does it help if I buy a specific game? - if so which and which version has the best info?
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Old 05-07-2008, 04:21 PM   #5 (permalink)
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What is it you would like to achieve mate? If you want help on how to get started the best place is look on 3d buzz or MODdb and look at the tutorials for both 3d Studio Max or Maya and Photoshop. These tools are core to any mod. Scripting is often specific to the engine but most games use LUA/Python or a varient of XML/SQL. Code is done primarlly using C++ but its unlikely you'll be writting solid code anyways since thats usually locked away. Finally with Sound Production theres dozens of tools but the most common is Sony Sound Forge.

Hope that helps

Last edited by Jambo17; 05-07-2008 at 04:29 PM. Reason: add
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Old 06-07-2008, 10:43 AM   #6 (permalink)
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Thanks for your generous support!

About scripting the models, I am hoping (just like you I guess?) for specific details, which may help when building models. I do not expect yet to receive full scripts, but some info about how the scripts approximately work will reveal a lot of valuable information to us, without necessary revealing to much about the game itself. A simple lead would help.

So if there are similar scripts available from games build with the same engine, we might have valuable information of how the engine "thinks / operates", which of course could benefit us a lot.

Just am very eager to start ! (at least prepping & planning).
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Last edited by retrofasciata; 06-07-2008 at 11:21 AM.
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Old 20-07-2008, 06:31 AM   #7 (permalink)
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there is no information at present whether this version of flashpoint will have the same level of scripting ability as the original, however, assuming that it might, a place to start would be http://www.ofpec.com look in the editors depot, and, an in depth command reference manual to the original games (including resistance). The 'code' is primarily c++ based using classes. Even if another language is adopted for this version, it is more than likely similar concepts, functions and functionality will appear.
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