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Home » news » forums » Space Empires V » Space Empires V FAQs

Getting started with scripting in SE5

Submitted by Brick Thrower on Thu, 2007-08-16 15:27. Space Empires V FAQs

Hi! One of the reasons I bought SE5 was the claim that it supports scripting. I have had good success with my programming skills at another game that included scripting (Never Winter Nights) and because I have an interest in other space 4X games, I thought it was a good selling point for me.

Now that I have SE5 I am not really finding much help in even getting started in scripting, what its true capabilities are, language references, examples, etc.

Could someone post a link or two to help me get started on what scripting means here to the game Space Empires 5?

Thanks for the pointers.

// Brick Thrower

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RogerN's picture

Re: Getting started with scripting in SE5

Submitted by RogerN on Mon, 2007-08-20 16:03.

I believe SE5 scripting is only applicable to computer AIs and certain types of events - (please correct me if I'm wrong). Unfortunately I don't think it's documented very well. The best way to learn is to look at existing AI scripts. Just open them up in Notepad and get hacking.

There is a little bit of information over on the SE5 wiki:
AI and Script Editing (SEV)

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Re: Getting started with scripting in SE5

Submitted by evilginger on Tue, 2007-08-21 05:37.

you can also mod the game fairly extensivly by scripting,but scrips in the NWN sense are limited to events and are not somthing I have played with

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Mod Designer

Re: Getting started with scripting in SE5

Submitted by Fyron on Tue, 2007-08-21 15:34.

The language reference is located in the Docs folder. There are 2 PDFs, one for scripting reference and one for Data file reference.

Quote:
...certain types of events...
All events and intelligence projects are handled via the scripts.


SpaceEmpires.net | Space Empires Wiki

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Isopsyco's picture
Mod Designer

Re: Getting started with scripting in SE5

Submitted by Isopsyco on Fri, 2007-10-05 13:51.

The Wiki posted below by RogerN does have what you need to start. A good way is to draw a flow chart of the data files involved (allot of constants, functions and variable calls) and see what data file effects which and if they pass any of the variables, constants or function calls between them.

This way you'll be able to see how the functions in each data file work without wondering where it came from.

I'll have a logic tree of the data files involved posted on the Wiki as soon as I get some time to type it in. Its helped me out tremendously in knowing what constants, variables and functions needed to be modified to get whatever particular event or action completed.

For instance: to mod in a new component so the AI will at least have an opportunity to use it you have to track down the constants describing the component and input your specific one then go to design creation and code the probability/desired component request into that file, then off to the main and setup race files to ensure your specific desires for that is set.

If you've done NWN scripting (I love that game and the scripting is very similar code wise and function call wise) then you will do fine as long as you map out the data files.

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