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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Scripting


Game modes are typically heavily scripting-oriented, with game flow such as spawning, killing, and reviving being delegated to a secondary language such as Lua or C#.

Lua scripting

As Lua scripts are integrated into the CryENGINE, we don't need to do any additional loading for it to work. To access your script table (based on the Lua file named the same as your game mode in Game/Scripts/GameRules):

  m_script = GetEntity()->GetScriptTable();

Invoking methods

To invoke methods on your script table, see the IScriptSystem BeginCall and EndCall functions:

  IScriptSystem *pScriptSystem = gEnv->pScriptSystem;

  pScriptSystem->BeginCall(m_script, "MyMethod");
  pScriptSystem->EndCall();

When executing the previous code, we'll be able to execute Lua code in a function named MyMethod contained inside our game mode's script table. An example of the table can be seen as follows:

  MyGameMode = { }

  function MyGameMode:MyMethod()
  end

Invoking methods with parameters

To provide your...

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