Author Topic: I'd like to start making addons, but where to start?  (Read 1123 times)

Hello, I was going to ask a question.
I've been making music loops recently, and I've been wondering if I should take it a step further and start making actual addons. But with so many different types I don't know where to start. Faces and decals seem easy, Prints sound normal, and Sounds may be fun.
I would like to try scripts, or some sort of fun thing. I don't know anything about coding though.
Can I have some help?
« Last Edit: June 22, 2014, 12:21:30 AM by Torin0101 »

Prints, faces, and decals are all very easy and hardly count as add-ons. If you want to start with actual scripts, go with sounds. If you're alright at modeling, try making bricks. Even if you aren't good at modeling, try bricks anyway, because it's good practice. After that, you'll have to find someone else because I'm in the same boat as you are (I can do basic script edits, though.)

Personally with scripting, I started out with weapons that don't just shoot a projectile that does damage. Like an arcing projectile that shot more projectiles downward, a weapon that loaded up a person with viruses until they popped into 3 bots that also try and infect other people, weird stuff like that. Though this was back in v0002/rtb 1.4, so pretty much all the torquescript was open source. I figure now you'd have to learn a lot from other add-ons, .dump(), tree(), trace(), and stuff like that.

There's a few modeling tutorials in General Modification Help, if modeling was what you're looking for.

There's a few modeling tutorials in General Modification Help, if modeling was what you're looking for.
It's really annoying that there are lots of modeling tutorials and absolutely NO scripting tutorials. I mean, I appreciate the modeling ones, but there's no good place to start with TS.

-snip-
but there's no good place to start with TS.

I started with other add-ons as well as online C++ tutorials. Once you get the hang of the syntax and get a basic understanding of what the engine can do and how it works, it's easy.

It's really annoying that there are lots of modeling tutorials and absolutely NO scripting tutorials. I mean, I appreciate the modeling ones, but there's no good place to start with TS.
There's an entire forum dedicated to TS, though. Starting with coding all depends on what you want to do. The first thing is to always learn how it works, and then you don't really need a 'tutorial'.

In fact, I'd go so far as to say making a 'tutorial' for coding might hinder the person's learning.

I started with other add-ons as well as online C++ tutorials. Once you get the hang of the syntax and get a basic understanding of what the engine can do and how it works, it's easy.
There's an entire forum dedicated to TS, though. Starting with coding all depends on what you want to do. The first thing is to always learn how it works, and then you don't really need a 'tutorial'.

In fact, I'd go so far as to say making a 'tutorial' for coding might hinder the person's learning.
I already know how programming languages work. I'm pretty fluent in Java, Python, and Lua. But there's no tutorials for explaining datablocks, no syntax guide, nothing explaining what functions you can use, etc.

It's really annoying that there are lots of modeling tutorials and absolutely NO scripting tutorials. I mean, I appreciate the modeling ones, but there's no good place to start with TS.

There's tons of TS tutorials. Search the Coding Help board for "torquescript tutorial".