Scripting & Gameplay

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This user manual overviews the powerful scripting tools and systems provided  for the Visual3D Game Engine.  
It provides an overview of the user interface and key features of those tools, clarifies the when and how they should be used, and links to further information and tutorials about them.  This document also defines the different types of assets you can create and wire-up using Visual3D's All-in-One Development Tool to design and script the gameplay, animation, AI and interactivity for your Visual3D-powered game or virtual world. 

This manual, and the documents linked to from the titles of its different sections, describes the soon-to-be-released Behavior Tree Editor and support for creating and wiring up Smart Objects and Area State, as well as existing tools such as Visual3D's built-in Script Editor (for Python), Visual Script Editor (for behavior and game logic diagrams / graphs), Conversation Editor (for conversations), Cinematics Editor (for recorded and scripted sequences), and Path Editor (for waypoints and pathfinding AI).   


 

Building a Game, Part 1: Mission / Scenario Creation & Editing (NEW!)

This tutorial is the first in the sequence showing how to create the new Isles of War demo game included with Visual3D from start to finish using the new visual authoring tools available in the latest release of the Visual3D All-in-One toolset.   This segment specifically covers how to add gameplay, such as for a Capture the Flag (CTF) mission,  to a scene, how to create your own custom component classes (such as for Scenario, Entity, Ability and Action, in C# or any other .NET language) and have them automatically appear assets for use in the toolset.  It also covers how to use Visual Studio's edit-and-continue and debugging tools side-by-side while editing and running your game or simulation in the Visual3D toolset.
 

   

 

 

Avatar & Entity Creation (Entity Hookup Editor, Animations Setup and Key Mapping Tutorial) (NEW!)

This tutorial will give you an idea of how to configure key maps for Visual3D and configure your own model animations to be triggered by Key Mapped Event Names.  There are also new simpler ways of defining motion, animation and editing using Entity States and Actions which will be covered in this or other tutorials soon.


Programming User Manual: Entity Creation, Abilities, Actions, Triggers, Key Mapping
 (UPDATED!)

Covers different base classes, standard components, and coding style and design guidelines. Creating and using components in C# is covered towards bottom of  Mission / Scenario Editing & Gameplay Scripting and in Creating an Action Script with C# and attaching on Area Trigger/Event . 

 


Creating an Action Script with C# (and wiring up to an Area Trigger or Event)
  (NEW!)



In the tutorial we will create a simple action that will resize an entity in a certain range. 
Actions are designed to perform some work and can be attached on different events / user input. Example of actions: attack, jump, gun shot, creation of entity, opening the door.


Creating Action Script with IronPython (and wiring up to an Area Trigger or Event)




This manual and tutorial covers the following topics on how to trigger actions and script behaviors using Visual3D's built-in Script Editor and other scripting tools. 

 

Conversation Editor

Conversation Editor for Character Dialogue Scripting and Voice Acting

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Cinematic Editor for Recording and Scripting Cinematic sequences (NEW!)

Cinematic Editor is intended to create in-game cutscenes. Using it you can record and play back smooth camera and entities movement on scene, add effects and scripts at certain points of cinematic.


 

Path Editor for Waypoints and Pathfinding AI




 

Visual Script Editor for Game Logic and Behavior Diagrams (experimental)

At the moment by means of Visual Script Editor it is possible to create scripts which can be established game entity as behavior or as reaction to user input (as task). 
 


 

Behavior Tree Editor for State Machines and Sequences (experimental)

Tutorial coming soon for the new Behavior Tree Editor available with the upcoming v0.9.7 release of the Visual3D Game Engine.
 

  

Older Tutorials and Documentation

Documentation
  • Assets and Actors - Creating and Placing Avatars and Smart Objects; Configuring Behavior Presets, Covers Visual3D Terminology and Concepts.
  • Asset Database (User Manual) - covers Object Persistence (Serialization), Custom Behavior/Actor Classes, and Design-time (Toolset) Support
Programming with C# and Visual Studio

Actors and Input
Other C# Programming Topics