Which libary do i use for GE

Posted:
Thu Feb 14, 2008 1:53 pm
by trippola77
which one
ex
#include <iostream>
and which namespace
ex
using namespace std;
I have vista
Re: Which libary do i use for GE

Posted:
Thu Feb 14, 2008 1:55 pm
by Bee-Ant
GE included all libraries...so you have no need to include them...
Just write your code down without including library...

Re: Which libary do i use for GE

Posted:
Thu Feb 14, 2008 1:56 pm
by trippola77
when i use cout it says cout is undeclared identifyer
Re: Which libary do i use for GE

Posted:
Thu Feb 14, 2008 2:02 pm
by Bee-Ant
Oh...I think GE doesnt has iostream...use strcpy
strcpy(myactor.text,"blablabla");
Re: Which libary do i use for GE

Posted:
Thu Feb 14, 2008 2:16 pm
by Fuzzy
cout stands for console output. Meaning the screen. cin is console input, meaning the keyboard.
Since GE is purely graphical, cout and cin dont make a lot of sense. Keyboard input is handled differently too. Thus, there is no cout in GE.
Re: Which libary do i use for GE

Posted:
Thu Feb 14, 2008 2:24 pm
by Bee-Ant
I know that...cout samething with printf right?and printf samething with strcpy...
cin=scanf=gets=??? I think Keydown in GE

Re: Which libary do i use for GE

Posted:
Thu Feb 14, 2008 11:30 pm
by Game A Gogo
Like FUZZY said, GE is not console based C/C++
Look at the documentation>Scripting>Script reference for most of the available functions.
it's available in the help menu
Re: Which libary do i use for GE

Posted:
Fri Feb 15, 2008 12:25 am
by edh
@trip : if you are looking to output text onto your app, you need a text actor.
Check the documentation on how to add actors
http://game-editor.com/docs/gettingstar ... lpanel.htmFrom there it's like bee-ant said (strcpy....)
Check this for some info on long text
http://game-editor.com/forum/viewtopic. ... rpg+dialogCheck the script reference for what else you can do with functions built into GE
http://game-editor.com/docs/script_reference.htm
Re: Which libary do i use for GE

Posted:
Fri Feb 15, 2008 6:17 am
by Bee-Ant