How to create Editor level scripts in LUA separate from runtime?

How to create Editor level scripts in LUA separate from runtime?

Anonymous
Not applicable
938 Views
3 Replies
Message 1 of 4

How to create Editor level scripts in LUA separate from runtime?

Anonymous
Not applicable

Sometimes with level setup I like to automate certain tasks, like setting up the "North,South,East,West" relationships of grid objects on a gameboard.  Does stingray have editor level scripting capabilities for things like this, so they don't have to run before gameplay, eating up resources?

Reply
Reply
0 Likes
Accepted solutions (1)
939 Views
3 Replies
Replies (3)
Message 2 of 4

dan.matlack
Alumni
Alumni
Could you be a bit more specific? Are you looking for controlling things in the editor itself? Or just doing preload things when your game launches?
______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Reply
Reply
0 Likes
Message 3 of 4

Anonymous
Not applicable
I'm looking to do things in the editor, like setting unit script variables by automation using raycasts for proximity detection through a LUA script.
Reply
Reply
0 Likes
Message 4 of 4

dan.matlack
Alumni
Alumni
Accepted solution

You could start by investigating some of the editor lua scripts located in core\editor_slave. I'm not sure anyone has done what you are asking before so I will look for some more resources for you as well.

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Reply
Reply
0 Likes