Scripting

From Ashes of the Singularity - Official Wiki
Revision as of 22:23, 17 January 2017 by Patiobattle04 (talk | contribs) (Created page with "Scripting allows you a huge amount of control over what exactly happens on the map you are creating. You can restrict what buildings a...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Scripting allows you a huge amount of control over what exactly happens on the map you are creating. You can restrict what buildings and units the players can use, set up 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 popups to the player. Everything you need to make your own custom 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.

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.