I have not yet had time myself to compile all of what I have learned from the new update into a document. I am noticing, however that people are posting up bits and pieces on their own in various places. It being so spread out can make it difficult to find the information people need via simple browsing or searching. So, if you've put something up, find a post—on ForgeHub or elsewhere—, or would like to share some information please link it or put it in a comment here. I'll be checking back to add things to the master post, all credit given where due. 343 Design Docs: Race: https://www.forgehub.com/threads/design-doc-race-alpine-rally.154744/ Guides: @Sn1p3r C : https://www.forgehub.com/threads/intro-to-selecting-objects-and-targets.154755/ Tidbits: @Starship Forge : https://www.forgehub.com/threads/checking-variables-on-interaction-or-other-event.154773/
Um, there's a lot of new stuff ... How's that? Have I covered it? From what I've tinkered with so far, these would seem to be important topics to cover; in my opinion they open the floodgates for what's possible with the scripting a LOT, and I would say that practically every bullet point is an article unto itself: - Number variables and the ability to assign them globally, to objects, and to players. - The ability to Select Objects and Targets for many existing and new Script Conditions and Actions, with a whole host of different filter conditions. - Randomisation logic: This exists within the Number variables, and also within how you can Select Objects. - The ability to use object Labels and Spawn Orders in Scripts (fantastic for identifying, categorising, and grouping objects for Scripting behaviour). Makes the pain of using up Message and Power Channels pretty much redundant. - Boundaries, boundaries, boundaries! - Multiple Actions for each Conditions (really helps with squeezing as much out of the Scripting Budget) I'm actually amazed at how much has been put in really.