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string [2017/05/30 11:22] justinstring [2021/04/21 20:07] (current) justin
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 ---- ----
  
-A **string** is a scripting data type consisting of a string of characters enclosed by double quotes on each end. Strings are typically used to represent a message, for example in the [[Display Message]] function, or when referencing an entity name or property name within a script. [[Placeholder expressions]] can be used within a string as a way to generate dynamic values at game runtime.+A **string** is a scripting data type consisting of a string of characters enclosed by double quotes on each end. Strings are typically used to represent a message, for example in the [[Display Message]] function, or when referencing an entity name or property name within a script. [[placeholder_expression|Placeholder expressions]] can be used within a string as a way to generate dynamic values at game runtime.
  
 ====Example:==== ====Example:====
-<code lua+<code bauxite
-display_message("Hello world! This is a string.")+display_message("Helloworld! This is a string.");
 </code> </code>
  
-The above example shows a string passed to the [[Display Message]] function as an argument.+The above example demonstrates a string passed to the [[Display Message]] function as an argument. 
 + 
 +<WRAP center round info 100%> 
 +**Note:** Any double quotation marks within a string (excluding the quotation marks used to enclose it) must be escaped with a preceding backslash. 
 +</WRAP>
  
 ====Example:==== ====Example:====
-<code lua+<code bauxite
-set_entity_property(entity["sign_01"], "message", "This is the message text for the sign.")+set_entity_property(entity["sign_01"], "message", "The sign's \"message\".");
 </code> </code>
  
-The above example demonstrates 3 different usages.+The above example demonstrates 3 different cases of a string being used: an entity by ID reference, the name of the property, and a text value to store in the property. 
 + 
 +=====String Concatenation===== 
 +Strings can be concatenated, or connected together, using the plus symbol between two or more values. These values can be either a literal string (e.g. "Hello!"), variable name (e.g. my_string), or a reference to a property (e.g. global.property["my_string"]). The assumption is made that the variable or property contains a valid string value. This syntax can be used in most places where a string value is expected. 
 + 
 +====Example:==== 
 +<code bauxite> 
 +display_message("Hello, " + global.property["player_name"] + "!"); 
 +</code>
  
 ~~NOTOC~~ ~~NOTOC~~
string.1496168573.txt.gz · Last modified: 2017/05/30 11:22 by justin