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Entry Points

For backwards compatibility reasons and so as to not bloat the ZScript language itself, many interactions with the engine are not defined in ZScript. This section describes all ZScript interactions with the engine, both inside and outside of ZScript itself.


ACS has several functions for interfacing with ZScript: SetUserVariable (callfunc 24,) GetUserVariable (callfunc 25,) SetUserArray (callfunc 28,) GetUserArray (callfunc 29) and ScriptCall (callfunc 210.)

GetUserVariable may be used to get any float or double (converted to fixed-point,) name or string (converted to ACS string,) bool (converted to integer,) or integer (of any type including enum, converted to a 32-bit signed integer) member of an Actor, by TID or by the script activator. The member may be native, though it may not be meta. If the type is an array or fixed-size array, the first element is used.

SetUserVariable follows the same rules as GetUserVariable, although native variables may not be set. name is not handled.

SetUserArray and GetUserArray follow the same rules as SetUserVariable and GetUserVariable, but the index of an array may be used. The variable does not have to be an array if the index is 0.

ScriptCall may be used to call any static function on any class. It cannot call functions on structs. If the first argument of the function is type Actor, the activator is passed to this argument (or null if there is no activator.) Each argument may be of type int (or its aliases,) color or bool (converted from integer,) double (converted from fixed-point,) name, string or sound (converted from ACS string.)

The function may have default arguments. The function may return zero or more values, although more than one value will be ignored. The returned value may be int (or one of its aliases,) bool or color (converted to integer,) double (converted to fixed-point,) name, sound or string (converted to ACS string.) If it is not one of these types, it will be ignored.


Actor classes can be replaced by the replaces class flag, which during dynamic actor replacement will choose to spawn this class over its replaced actor, unless the replaced actor is later replaced again by another class. Dynamic actor replacement can also be overridden with an event handler’s CheckReplacement virtual function.

Examples: Actor Replacement

// Some actor.
class OtherActor : Actor

// OtherActor will be dynamically replaced with MyActor.
class MyActor : Actor replaces OtherActor

// OtherActor will now be replaced with MyOtherActor instead of MyActor.
class MyOtherActor : Actor replaces OtherActor

Console Commands

While ZScript cannot be directly called by console commands, one can use the event and netevent console commands. event will dispatch a non-player network event, and netevent will dispatch a network event for the player that ran it.


Any CVars declared as a server CVar in CVARINFO or by the engine will be accessible as a global variable in ZScript, which has a special type that can be implicitly cast to the type of the CVar. They cannot be set this way, only accessed.


DECALDEF can set the decal generator for a specific Actor class with the generator keyword. An actor can also define its generator and inherited classes’ generators with the Decal property.


TODO: lots of things to note here


Key and lock groups in LOCKDEFS are defined as groups of Inventory or Key descendants.


Lights can be associated with Actor classes and frames in GLDEFS.


TODO: this can be used for custom buttons


In MAPINFO, the GameInfo block (referred to as MAPINFO/GameInfo in this document) the following properties interact directly with ZScript:

  • EventHandlers and AddEventHandlers override or add to the list of StaticEventHandler or EventHandler classes registered by the game (as opposed to event handlers registered per-map.)
  • MessageBoxClass sets the MessageBoxMenu class to use for message boxes used by the engine’s GUI.
  • PlayerClasses and AddPlayerClasses override or add to the list of PlayerPawn classes the game provides.
  • PrecacheClasses will pre-cache all sprites used by an Actor class. Note that this also works for StateProvider degenerates like Weapon.
  • StatScreen_CoOp sets the StatusScreen class to use for co-op intermission screens.
  • StatScreen_DM sets the StatusScreen class to use for Deathmatch intermission screens.
  • StatScreen_Single sets the StatusScreen class to use for single-player intermission screens.
  • StatusBarClass sets the status bar class used by the game to the provided BaseStatusBar class.
  • WeaponSlot sets the game’s default weapon slots to the provided Weapon classes.

TODO: there are other things here as well, like map event handlers


TODO: this directly uses ZScript classes


The SmallSplash, SplashBase and SplashChunk properties of Splash blocks use Actors.