>>7481I've been working with zscript since it was published. Drop some questions and I'll answer whenever the planets align.
Just FYI: I'm not a programmer, but I do have a whole lot of experience writing (functioning) code.
For code examples, you can learn a bunch of things from the zscript code that comes with gzdoom. You can also find it on the official github:
https://github.com/coelckers/gzdoom/tree/master/wadsrc/static/zscriptmarrub was working documenting zscript here:
https://github.com/marrub--/zdoom-doc Do not let the repo's age deter you from using it: the information that *is* there is still hugely informative and up-to-date. marrub announced a replacement a while ago.
Guncaster was popularly chosen as the best zscript mod, codewise, on the zdoom forum a while ago.You can find it here:
https://forum.zdoom.org/viewtopic.php?t=37066I can vouch from personal experience that KeksDose code is well written and worth copying. Reading Guncaster will also teach you about libraries, how to use them, and a bunch of other shit specific to (gz)doom modding.
>I know some Czscript is pretty much a subscript of C++. It also more limited than your big boy languages, and so more straightforward to picking up. Familiarity with C++ concepts is helpful, but not necessary.
No matter what you'll have to do math, so teach yourself trigonometry, vector math, and calculus if you aren't familiar yet. More advanced topic might be useful, but don't overdo it.
A good resource is Eric Lengyel's Mathematics for 3D Game Programming and Computer Graphics. Ignore the hilarious cover, it's genuinely useful.
GZDoom is also sensitive to cache misses and I recommend you familiarize yourself with cache optimization.
All that out of the way: you don't need to know a whole lot of zscript, or math, or code to do what you want. What I'm charitably going to call "complex zscript code" is more for performing abstract operations efficiently, i.e.: internally extending the engine. You won't need to do that.