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Author Topic: How to realize entity-scripting and quest-scripting with Python?  (Read 3466 times)
mark
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« on: September 20, 2005, 09:46:52 am »

Most games like Morrowind etc have an own scripting language. We want to embed python for this reason.

I would like to know how to realize entity-scripting with python.
The only condition is that all behaviours (however they are written) must use a BehaviourCommon class (written in C++) as parent class. (This class sends the received messages over network, that's the reason)
The entities will be created by C++ too.

Is it still possible to attach behaviours written in python (but derived from BehaviourCommon) to these entities? (Or isn't that mixup a good idea?)
Can I use CEL's cel.behaviourlayer.python plugin or should I use swig and create an interface to my BehaviourCommon class?

Another question is, if it's possible to use the builtin questsystem from python.

(writing everything in C++ is the easiest way - damned team-scripters *g*)
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Gentoo Linux ~x86, kernel 2.6.11-cko9 smp, gcc 3.4.4-r1, binutils 2.16.1, glibc 2.3.5 NPTL
CS+CEL Pseudo Stable 2005.09.03
mark
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« Reply #1 on: September 22, 2005, 10:01:03 am »

ok, silence means: "forget python and use C++ only" Cheesy
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CS+CEL Pseudo Stable 2005.09.03
griminventions
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« Reply #2 on: October 22, 2005, 02:59:03 am »

I haven't used CEL yet (still getting it to build everything) but from what I gather you can do anything in Python that you can do in C++.  There are example scripts with the CEL distribution that should help.
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