Scripting: Difference between revisions
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'''Scripting''' allows you a huge amount of control over what exactly happens on the map you are creating. You can [[Restrict|restrict]] what [[Buildings|buildings]] and [[Units|units]] the players can use, set up [[Triggers|Triggers]] to lock or unlock them, spawn units or buildings for the players or their enemies. You can send units to attack specific targets and send [[Dialog|dialog]] popups to the player. Everything you need to make your own custom [[Scenarios|Scenarios]]. | |||
All of this is stored in XML, not code. So you don’t need any special programming tools or experience to use it. The best advice for seeing what is possible is to look through the \Assets\Campaign\ and \Scenario\ directories and see what the xml files are doing. Some examples are also included below. | All of this is stored in XML, not code. So you don’t need any special programming tools or experience to use it. The best advice for seeing what is possible is to look through the \Assets\Campaign\ and \Scenario\ directories and see what the xml files are doing. Some examples are also included below. | ||
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Note that all triggers and arguments are case-sensitive. | Note that all triggers and arguments are case-sensitive. | ||
[[Category:Modding]] |
Latest revision as of 15:17, 24 November 2020
All of this is stored in XML, not code. So you don’t need any special programming tools or experience to use it. The best advice for seeing what is possible is to look through the \Assets\Campaign\ and \Scenario\ directories and see what the xml files are doing. Some examples are also included below. There are three main elements in Ashes scripting: missions, players and triggers. Missions are the definition or the scenario. Players defines the players that are going to be used in the scenario. Triggers are where all the magic happens. Triggers have a lot of elements and options. Note that all triggers and arguments are case-sensitive. |