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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

Entity flownodes

In the previous chapter, we covered the flowgraph system, as well as the creation of flownodes. You may have noticed that when right-clicking inside a graph, one of the context options is Add Selected Entity. This functionality allows you to select an entity inside a level, and then add its entity flownode to the flowgraph.

By default, the entity flownode doesn't contain any ports, and will therefore be mostly useless as shown to the right.

However, we can easily create our own entity flownode that targets the entity we selected in all three languages.

Entity flownodes

Creating an entity flownode in Lua

By extending the entity we created in the Creating an entity using Lua section, we can add its very own entity flownode:

  function MyLuaEntity:Event_OnBooleanPort()
  BroadcastEvent(self, "MyBooleanOutput");end

  MyLuaEntity.FlowEvents =
  {
    Inputs =
    {
      MyBooleanPort = { MyLuaEntity.Event_OnBooleanPort, "bool" },
    },
    Outputs =
    {
      MyBooleanOutput...
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