The script editor allow the user to create or load a script, and then execute it.
 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 |
The buttons labelled
New,
Load and
Save allow to create, to load and to save a script in a independent file.
Compilation errors managementThe
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 |