Home
Forums
Articles
Reviews
News Search
News Archive
File Downloads
Chat Client
Polls Page
Contact
Members
Pictures
MWGL Mail Login

Matrox Parhelia Reef Demo The Best DirectX 8 Benchmark Ever?
Dungeon Siege Tweaking Guide
 
Medal of Honor: Pacific Assault
Midnight Club 2: XBOX
Inside Pitch 2003: XBOX
Duke Nukem: Manhattan Project
EverGlide MousePad


 
CaveNetworks

  Wednesday, Jun 20, 2001 Report News | Archive | Top  
Neverwinter Nights Scripting
- Posted 7:37 AM By Kagato
EMail News to a Friend  Printer Friendly Version    0 Comments | Add 
Neverwinter Nexus has posted a Q&A session with BioWare's Mark Brockington about the scripting methods they use in Neverwinter Nights. Check it:
Q: What will the syntax and structure of NWScript be like?

A: The syntax of NWScript, in large part, resembles C with some of the extensions/restrictions imposed by Java. We allow for variables, user-defined functions and structures. There are some key features of C/Java that are missing: these include arrays, pointers, call-by-reference semantics and classes.

Each script, in a very similar way to a C program, starts with a "void main()" function, and can go to any user-defined functions within that script, or access any of the functions that we've exposed to the end-user.

At last count, there are over 700 constants in the NWScript language definition file, and over 250 functions for accessing variables and actions on objects in the game world.
Can you say sweeeeet! Talk about one customizable game - cannot wait to get my hands on this one!
Source: Neverwinter Nexus
 
0 Comments Posted

Add a comment

You have to be logged in in order to post comments..

If you don't have an account yet? Follow this link!

 
Username:

Password:


Click here to Register!

Who do you think makes the best gaming console?
Microsoft
Nintendo
Sony
 
 December
SMTWTFS
     12
3456789
10111213141516
17181920212223
24252627282930
31