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ZScript (formerly known as DoomScript) is a text-format lump used to create classes or structs for use in ZDoom. It is similar to C++ in many ways, and allows for more advanced control of actors and levels than DECORATE has.

You can include other lumps for processing similar to DECORATE as so:

#include "ZScript/Const.txt"

Due to how ZScript is processed, it is possible to name a file which conflicts with other mods or the internal files. For example, if you have a file in your mod named ZScript/Const.txt, it will prevent the game from loading this file correctly as it is already defined internally. To avoid such conflicts, it is recommended to have a subfolder named after your mod, such as:

#include "MyMod/Const.txt"

As of GZDoom 2.3.0, ZScript is enabled by default and does not require any command-line parameter. The last development versions of ZDoom past 2.8.1 require the -zscript command line parameter to enable loading of ZScript lumps.

A full ZScript file is known as a translation unit, akin to the C programming language's definition of the term.

Combining ZScript and DECORATE

It is perfectly possible to use both DECORATE and ZScript simultaneously. For example, ZScript might be used to create some custom action function, which is then available to regular DECORATE actors. The ZScript code is processed and compiled before the DECORATE code; this means that DECORATE actors can inherit from ZScript actors, but not vice-versa. For references that are only needed at run-time, rather than compile-time (such as calling a function to spawn an actor), then there is no such restriction: a ZScript actor can spawn a DECORATE actor, or vice-versa.

ZScript topics

Advanced topics

These sections are much more advanced and very powerful engine features. If not fluent with programming, it's highly recommended to learn some Java and/or C++. These topics will assume all who read them know how to work with ZScript (and/or the aforementioned programming languages), and most of the topics listed above.

Also consider opening the gzdoom.pk3 file using SLADE or similar. The base file contains all manner of ZScript code which the modder can learn from as examples.