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CutScript


About

A very basic functional scripting language interpreter plugin for Godot 3.5, written in GDScript. The langauge supports basic variable assignment, and instruction calls with instructions defined in a similar fashion as a signal calls.

The purpose for the language is to allow creating broader actions, like a cutscene, without having to strictly code all cutscene actions in GDScript.

This project is in very early stages! Use are your own risk!

Installation

Clone the github repository and copy the addon/cut_script folder into the base directory of your Godot project. Within your project settings, go to the Plugins tab and enable the CutScript plugin.

How to use

Once enabled, scripts written with the extension .cut (these are just text files) can be used like any Resource in Godot.

When selecting the CutScript resource, a script editor will become available allowing for the script to be changed in editor without external tools.

Script Example

; Comments start with a semi-colon and take up the rest of a line

variable1 = 5 ; Variable declaration

func_call 5 "string" true ; This is an instruction call

Known Bugs

There exists an issue in Godot where upon saving a script, the following message appears...

 editor/editor_file_system.cpp:1724 - BUG: File queued for import, but can't be imported!
 editor/editor_file_system.cpp:1725 - Method failed.
 modules/gdscript/gdscript.cpp:572 - Condition "!p_keep_state && has_instances" is true. Returned: ERR_ALREADY_IN_USE

At present, I have not been able to work around this bug, however, early testing shows the resource does save successfully.

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A small functional scripting language plugin for Godot

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