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The script editor allow the user to create or load a script, and then execute it.

The script editor window

The script editor window


To link a script to a scene, you have to click on the Run button. If a script is linked to the scene, it will be automatically embedded during the .mxc compression, or the .exe compilation. An affected script appears in the Entities Browser tool and can be easily activated/de-activated. Via the contexctual menu of the script in the Entities Browser, it is also very easy to show the code of the script in the script editor, but this option is not active if the scene is compiled in an .exe format or a .mxc.

The script editor supports an integrated help for the user. This technology is called Intelliscript. It allows to display, when you write the code, a contextual window. In that window, you can easily find and navigate through all the available properties and methods the actual code requires. Intelliscript works as soon as you enter the dot after an object. Example :

IntelliScript in action

IntelliScript in action


The buttons labelled New, Load and Save allow to create, to load and to save a script in a independent file.

Compilation errors management

The Check function allows to verify and to correct the code syntax. If an error is detected, it will be listed in the log window, in the lower part of the script editor. By clicking twice on an error line, the cursor of the script editor is automatically moved to the involved code line.

Warning message after a compilation

Warning message after a compilation