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CryENGINE 3 Game Development: Beginner's Guide

You're reading from   CryENGINE 3 Game Development: Beginner's Guide Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849692007
Length 354 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (18) Chapters Close

CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introducing the CryENGINE 3 Free SDK 2. Breaking Ground with Sandbox FREE CHAPTER 3. Playable Levels in No Time 4. I'm a Scripter, Not a Coder 5. C++ and Compiling Your Own Game Code 6. User Interface and HUD Creation with Flash 7. Creating Assets for the CryENGINE 3 8. Creating Real-time Cutscenes and Cinematic Events 9. Immersion through Audio Design 10. Preparing to Share Your Content Pop Quiz Answers Index

Time for action - writing a new scriptbind function in C++


In order to be able to execute C++ code from Lua, we need to write a new, so-called Scriptbind function. Scriptbind functions are functions that are exposed to Lua, which means that this C++ function can be called from our Lua script code.

  1. Open the ScriptBind_Actor.h file. You will find all actor-related functions, which are accessible in Lua, as seen in the following screenshot:

  2. If you scroll down, you can simply add a new function there.

  3. So, let's add a new function and name it TeleportTo. Search for SetSearchBeam (which is the last Scriptbind function in this file), and add your new function right under it in the ScriptBind_Actor.h file:

      //teleport the actor to targetPos
      virtual int TeleportTo(IFunctionHandler* pH, Vec3 targetPos);

    Note

    A Scriptbind function always returns an int (number) and gets an IFunctionHandler *pH as the first argument. Each following argument can be user defined. You can add as many arguments as you want...

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