Joel Baxter's Resources
The goal for this resource is a complete list of all the global script variables accessed by the engine code, along with definitions. The definitions are a work in progress.
Author Joel Baxter Date 05/05/2004 (12:08 pm) Comment 19 comments
The goal for this resource is a complete list of all the prefs used by the scripts or engine, along with definitions. The definitions are a work in progress.
Author Joel Baxter Date 04/03/2002 (1:26 pm) Comment 5 comments
The project I'm working on requires the ability to dynamically set the skin of an object according to its team. In our situation, a team actually does mean a team of players and the objects associated with them, but more generally it can be an identifier to associate any group of objects together. Here's how we do it.
Author Joel Baxter Date 03/27/2002 (5:55 pm) Comment 25 comments
The TGE scripting language uses a fairly straightfoward syntax, but there are some low-level concerns (what's the complete list of reserved words and other tokens?) and high-level ones (how do objects and namespaces work?) that need to be addressed in some detail.
Author Joel Baxter Date 02/15/2002 (3:58 pm) Comment 18 comments
If you want to change the grammar of the console parser, you must make changes to scan.l and/or gram.y, but unless you have the http://www.mks.com/ parser tools it's not immediately obvious how to recompile those files. Here's how.
Author Joel Baxter Date 01/12/2002 (8:40 am) Comment 4 comments
These are instructions for using .l (tokenizer definition) and .y (parser definition) files in your TGE-related project. I'm going to briefly mention a couple of things about the files themselves, then discuss how to incorporate them into VC++, and finally make some suggestions (untested) about incorporating them into the TGE makefile system, for people on other platforms or who do not use VC++ in Windows.
Author Joel Baxter Date 01/12/2002 (8:38 am) Comment 2 comments
