This thread is a few years old. Some details may refer to an earlier version of Visionaire Studio. Current tutorials
startAnimation("Scenes[scene_name].SceneObjects[object_name].ObjectAnimations[animation_name]")
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See licenses Try it for freegame.CurrentCharacter.CharacterPosition = {x = 500, y = 500}game.CurrentCharacter.Position = {x = 500, y = 500}Exported Constants:
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all visionaire tables. These constants start with an e and then the plural table name. E.g. for the table Action the constant is eActions.
thanks again guys, I finally feel that I get it now!Actually the Data Structure wiki page is well written and easy to "decode" now that you explained to me how the names are constructed and change between shorthand and the full name!I'm much obliged!If you don't mind, here are a few more questions:1) in the scripting wiki page, it saysExported Constants:
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all visionaire tables. These constants start with an e and then the plural table name. E.g. for the table Action the constant is eActions.what does this refer to? Is it the tables that we've been discussing here? Is this synomymous to Actions[]? Scenes[]? Animations[]? Characters[]? Does it mean that I could use eCharacters[Hero]:setValue(VCharacterActive, false) and eCharacters[Hero].Active = false?2) I found the following wiki page on google, but I can't find it via the menu system, could somebody point me how to find this in the menu?Again thank each and every one of you, I now feel much more confident with scripts!
The e stands for enum(eration), the value of an enum is always an integer. So eCharacters has nothing to do with the table Characters itself. For example you could use the enum to check the table of an object, e.g.Exported Constants:
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all visionaire tables. These constants start with an e and then the plural table name. E.g. for the table Action the constant is eActions.what does this refer to? Is it the tables that we've been discussing here? Is this synomymous to Actions[]? Scenes[]? Animations[]? Characters[]? Does it mean that I could use eCharacters[Hero]:setValue(VCharacterActive, false) and eCharacters[Hero].Active = false?