Help - Search - Members - Calendar
Full Version: Scripting Language In Ob
Chorrol.com > Elder Scrolls Games > Oblivion
RobRendell
Has anyone read anything specific about the scripting language for Oblivion? I haven't seen anything explicit about it...

The language in MW was quite painful to use, with various hard-coded limits and no central parser (so which of literals, local variables and/or global variables you could use as parameters to various methods was random). I'm hoping they've made substantial improvements to it this time, ideally actually getting help from people who are familiar with the decades of research and good ideas in language design that is freely available...
Epy
This is just about the most specifc, and possibly the only specific, that has been said about the scripting language yet, I believe.
QUOTE(Maturin)
Lots of good suggestions in here. I will mainly address the scripting issues since that's one of my main areas of responsibility.

I wish we could do them all, but we only have a limited amount of time to devote to upgrading the scripting system (we also have to make the game itself work!).

What you'll see in TES4 is a scripting system that is quite similar to MWs, for good and bad. Unfortunately we were not able to tear it down completely and start from scratch, but we did make some significant improvements. Among them:


  • Variables can be used as parameters for most function calls

  • if statements can use the full range of logical operators: &&, 7C7C, >, !=, etc., as well as nested parens

  • ability to call functions on any reference anywhere

  • integration of script functions with "conditions" in the editor -- basically, any function that returns a value will be available to conditionalize dialogue, etc.


Some things that are very unlikely to be added:


  • string variables (sorry)

  • arrays

  • lists

  • pointer variables


The language is unlikely to be further revised at this point, but functions are easy to add (we are adding them all the time as needed), so many of the things you ask for in that department are more likely to be included.

http://www.waiting4oblivion.com/developer_....html#maturin01

Some of those will be missed, but fortunately, we'll have Radiant AI as well.
RobRendell

Ok, so the same basic system, but improved. That looks like most of the things that really bugged me have been fixed, so cool.

Pity about the string variables, especially if the only way to move an actor to an interior cell is by giving its name. No general-case "multimark", then.

Still, sounds like a big improvement. Thanks for the info!
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2025 Invision Power Services, Inc.