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GraalScript has C-like syntax, and with the release of new GraalScript attempts to be object-oriented, but in that regard, it falls short. The new GraalScript was originally based off of [[http://torque.realinfo.de/index.php?title=Torque_Scripting_Language TorqueScript]], but has since become entirely independent. In an attempt to be portable to other interfaces, GraalScript borrows some of its syntax, [[scope scoping]], and built-in [[function functions]] and objects from [[ECMAScript]], so that a script written in JavaScript (for example) could be taken from a web page and introduced to an NPC and work relatively without issue.
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GraalScript is used in a variety of in-game environments, which include [[TServerNPC NPCs]], [[weapon weapons]] and [[GUI]] scripts, and [[TGaniObject GANIs]]. GraalScript has adapted into a language that is suited for game manipulation, be it a [[Graal3D]] environment or the classic 2D environment.
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GraalScript (GScript) is Graal's programming language, to which this wiki is dedicated. It comes in two varieties: "old" GraalScript (also known as GS1), and "new" GraalScript (lovingly known as GS2), introduced with version 3 of the game. GS2 retains backwards compatibility with GS1, but the mixing of the two is frowned upon since GS1 had been deprecated , and GS2 is highly recommended. Unfortunately, [[GraalEditor]] does not support GS2, so GS1 can still be found on many servers. For the same reason, an in-game level editor is sought.
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CategoryTutorial
Revision [659]
Edited on 2010-05-22 23:53:33 by Tolnaftate2004 [minor (to remove listing on CategoryClassObject)]Additions:
GraalScript has C-like syntax, and with the release of new GraalScript attempts to be object-oriented, but in that regard, it falls short. The new GraalScript was originally based off of [[http://torque.realinfo.de/index.php?title=Torque_Scripting_Language TorqueScript]], but has since become entriely independent. In an attempt to be portable to other interfaces, GraalScript borrows some of its syntax, [[scope scoping]], and built-in [[function functions]] and objects from [[ECMAScript]], so that a script written in JavaScript (for example) could be taken from a web page and introduced to an NPC and work relatively without issue.
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GraalScript (GScript) is Graal's programming language, to which this wiki is dedicated. It comes in two varieties: "old" GraalScript (also known as GS1), and "new" GraalScript (lovingly known as GS2), introduced with version 3 of the game. GS2 retains backwards compatibility with GS1, but the mixing of the two is frowned upon since GS1 had been deprecated , and GS2 is highly recommended. Unfortunately, [[LevelEditor]] does not support GS2, so GS1 can still be found on many servers. For the same reason, an in-game level editor is sought.
GraalScript has C-like syntax, and with the release of new GraalScript attempts to be object-oriented, but in that regard, it falls short. The new GraalScript was originally based off of [[http://torque.realinfo.de/index.php?title=Torque_Scripting_Language TorqueScript]], but has since become entriely independent. In an attempt to be portable to other interfaces, GraalScript borrows some of its syntax, [[scope scoping]], and built-in [[function functions]] and [[CategoryClassObject objects]] from [[ECMAScript]], so that a script written in JavaScript (for example) could be taken from a web page and introduced to an NPC and work relatively without issue.
GraalScript has C-like syntax, and with the release of new GraalScript attempts to be object-oriented, but in that regard, it falls short. The new GraalScript was originally based off of [[http://torque.realinfo.de/index.php?title=Torque_Scripting_Language TorqueScript]], but has since become entriely independent. In an attempt to be portable to other interfaces, GraalScript borrows some of its syntax, [[scope scoping]], and built-in [[function functions]] and [[CategoryClassObject objects]] from [[ECMAScript]], so that a script written in JavaScript (for example) could be taken from a web page and introduced to an NPC and work relatively without issue.
Deletions:
GraalScript has C-like syntax, and with the release of new GraalScript attempts to be object-oriented, but in that regard, it falls short. The new GraalScript was originally based off of TorqueScript, but has since become entriely independent. In an attempt to be portable to other interfaces, GraalScript borrows some of its syntax, [[scope scoping]], and built-in [[function functions]] and [[CategoryClassObject objects]] from [[ECMAScript]], so that a script written in JavaScript (for example) could be taken from a web page and introduced to an NPC and work relatively without issue.