hello and welcome to the forums
1. Scripting can be used for almost anything. You use it mostly for pawns, enemies and npcs. But sometimes also for interactive objects, or you use it to build a 'scripted player' (a bit more advanced), which is a player that is basically a pawn and by that it is much more flexible. Or leveling/skilling like in a rpg, or enemy healthbars. The most advanced stuff are scripted huds and inventories (if you find that the built-in systems are not enough for your purpose) - but i would not recommend those for the beginning. Ok back to topic:
Simple thinghs are, simply said, simple. Let's say you just want to have a pawn following the player, it's quite simple (This is the whole script)
{
FOLLOWDISTANCE [100]
WALKANIM [Walk]
WALKSPEED [40]
ROTATESPEED [360]
IDLEANIM [Idle]
WALKSOUND [footstep.wav]
WalkToPlayer[ ()
{
if(self.player_range>FOLLOWDISTANCE)
{
RotateToPlayer(WALKANIM, ROTATESPEED, false, WALKSOUND);
MoveForward(WALKANIM, WALKSPEED, FOLLOWDISTANCE/3, WALKSOUND);
}
else
{
PlayAnimation(IDLEANIM, true, "");
}
RestartOrder();
} ]
}
It's always good to declare variables at the top so that you can balance the script more easily. For more information search the docs under pawn scripting and pawn entity. Also i've seen some tutuorials around here. And there is also the ebook by Dan Valeo (searching the forums for 'ebook' you should find it)
2. I sadly don't know much about the physics release. The problem at the moment is this: Instead of one big release we have 3 different releases (Community Release, Physics release and Official Release). The Official Release is the one with the less tweaks in it, the Community release adds new scripting commands and a WindGenerator entity for particle wind (they move with the wind), and the Physics release adds physics. Right now i would go with the physics release, but when the source code of the physics release is ready, i can start to work and merge the two releases to make a big one that has the advantages of both (i hope i didn't scare you away now, you won't have to touch the code, it only takes coding/programming if you actually want to change thinhs in the engine itself, but this will only happen rarely. Normally you can just 'think around rf's edges' with innovative ideas)
Wait for the other users to reply about physics.
3. I have not seen a rf wrestling game yet, but i don't see why it should not be possible. So yes, i think you could do a wrestling game in rf.
I would first give rf a try, it can be a bit confusing first, but it is surely easier to understand than some other engines. The good thing is that you get into a routine very quickly with rf and that the idea-to-game way is very fast and direct, more than with other engines.
If rf is the best choice for you, you must then decide for yourself. If you are not interested in high-end graphics, and are also not interested in coding, but are interested that your game takes shape fast, but still want to have all freedom in the world (game-play-wise) then yes, rf is the ideal choice.
Everyone can see the difficult, but only the wise can see the simple.
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