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        <title>SiN - Scripting Demo</title>
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        <description>WARNING:  This demo is NOT about action or gameplay.  It's a very simple video used to show how easy it is to create the interactive, immersive environment that is Sin.  If you're looking for action, we have other videos available that are chock-full of it. Anyway, on to the good stuff... With Sin's release coming up in the near future, we thought it would be nice to give all the hardcore editing people out there a glimpse of exactly how powerful the Sin scripting language is. For this demo, we chose to show off Danny, a brush-model robot that Charlie Wiederhold created.  Note that Danny is comprised entirely of brushes, and is not created or animated by an artist at all.  Danny was created right in the editor (SinEd), and he is animated by the accompanying script file. This demo consists of a small room, lined with cubby-holes, a console, and, of course, Danny.  Some of the cubby holes contain boxes, and Danny can be commanded to retrieve boxes and manipulate them.  Danny is controlled by the console seen in front of the player, using a very simple interface that Charlie created expressly for this purpose.  Note that the console is also something the level designer controls - this is not a custom piece of code that our programmers whipped up. And, of course, a scripting demo wouldn't be complete without the script, now, would it?  Charlie has commented his script to make it easier to follow and read, and hopefully, it should make a lot of sense to just about anyone who's into editing levels. The script and the two menu layout profiles are available right here in this .ZIP file.  They are all in text format, just like they are in the game. Rather than having to recompile a map to make a change to the level, the Sin mappers simply edit the script file, and reload the map in the game. It makes developement much faster and easier. Now, we purposefully kept this script relatively simple, all it really does is move brushes around.  Bear in mind that brush control is only the tip of the iceberg.  Sin's scripting language can control everything -  models, sounds, surface properties, AI and beyond. Depending on the video quality you downloaded, you may or may not be able to see what the robot is being commanded (via the console) to do.  Here is a quick rundown of the commands in the order they are issued: Raise the arms Lower the arms Rotate Arms Stop Arms Rotate Body Stop Body Rotate Arms Rotate Body Raise Arms Lower Arms Stop Arms Stop Body Retrieve box #4 Rotate Arms Rotate Body Raise Arms Rotate Arms Rotate Arms Lower Arms Return box #4 to slot #1 Retrieve box #1 Try to return box #1 to slot #1  (which is full, so it fails) Return box #1 to slot #3 We certainly hope this demo shows everyone the power of the Sin scripting language, and more importantly, gets the creative juices flowing.  We're well aware of how many great ideas have made their way into various Quake and Quake II modifications, and can't wait to see what our fans dream up using Sin's scripting language.</description>
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