Characters
Contents
Overview
Characters are a game entities that are directly controllable by a player or by the AI.
Characters have Rigged Objects attached, which support skeletal animation, rag doll animation, blends of those two, and character physics.
TODO: More in depth description, akin to that in Hotspots and LevelScripts
Documentation
Callable functions and data available inside character scripts
A list of functions, data, etc, is created automatically whenever you run the game, in a file on your hard drive. This lists what external code you get "for free" and can call from inside a character script.
- Windows:
My Documents\Wolfire\Overgrowth\aschar_docs.h
- Mac:
~/Library/Application Support/Overgrowth/aschar_docs.h
- Linux:
~/.local/share/Overgrowth/aschar_docs.h
This documentation will change with each version of the game, so keep checking back on this aschar_docs.h
file to see the most up to date information.
There are also wiki pages which have more detailed documentation many of these functions. These pages have a danger of going out of date, but give more detailed documentation on some of the code:
Character instances in other scripts
Characters are exposed to other scripts as instances of the MovementObject
class.
MovementObject
instances are like other objects in the game. They support everything that is supported by Object
, and also have their own special set of functions, properties, etc.
If you have a handle to a MovementObject@
object in angelscript, you can convert it to an Object@
by calling ReadObjectFromID(movement_object.GetID());
.