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Scripting

Introduction

The scripting language we use in Revolution is called Bromscript. This is an advanced scripting language written by one of our own programmers. It's heavily inspired by Lua and C++, with the goal to improve upon the existing Lua syntax. You can read more about it on the Bromscript website.

Script entity

The script entity in-game lets you execute scripts when the entity is triggered. These scripts can reference other entities and change their properties.

A simple example that doubles a Gnaar's run speed would be something like:

local ent = Entities.GetByName("Some Gnaar")
ent.m_fAttackRunSpeed *= 2

Script handles

These is where most of the API resides.

.. toctree::
   :maxdepth: 1
   :glob:

   handles/*

Entity classes

These are all the entity classes that are approachable by scripts.

.. toctree::
   :maxdepth: 1
   :glob:

   entities/*