[project1dev] Re: Project1 - SVN Update 65

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 15:20:10 -0700

best way is by hand unfortunately, but if for instance all variables are
getting a __MOVEMENT__ in front just copy/paste that text in front of every
var name.  best way i've found.

using replace all might convert the wrong things etc so isnt safe ;P

On Thu, Apr 30, 2009 at 3:03 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> is there a good way to rename all the variables?
>
>
> On Thu, Apr 30, 2009 at 3:01 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> oh gotcha yeah. i have almost got in all the changes were talking about.
>>
>>
>> On Thu, Apr 30, 2009 at 2:54 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> oh and the variables that the movement script uses, i'd put some prefix
>>> on them that isn't likely to get used by other scripts
>>>
>>> like instead of a var called "NextIndex" make it be
>>> "__MOVEMENT__NextIndex"
>>>
>>> that will make it so if someones scripting an enemy, that they wont
>>> accidentally make a NextIndex variable and try to use it and get really
>>> weird results and not know why :P
>>>
>>>   On Thu, Apr 30, 2009 at 2:19 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> oh, about you saying you dont know how to init the vars, try putting
>>>> them into the movement.lua file, but not inside any function, just at the
>>>> top.
>>>>
>>>> I think that should work
>>>>
>>>>   On Thu, Apr 30, 2009 at 2:14 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> if the movement_getmessage recognizes the command it returns true,
>>>>> otherwise it returns false.  That will be useful later on (:
>>>>>
>>>>> if you can figure out how to get the vars inside the movement script
>>>>> that'd be really clean, you want the movement script to be as self 
>>>>> contained
>>>>> as possible.  If you can't get that part let me know and i can give it a
>>>>> shot
>>>>>
>>>>>
>>>>> On Thu, Apr 30, 2009 at 2:05 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>
>>>>>> when i was trying to move the variables around i kept breaking it. not
>>>>>> sure how to initlize the variables on the movement.lua side. the other 2
>>>>>> make good sense. i can probly do that
>>>>>>
>>>>>> not sure what you mean by return true or false
>>>>>>
>>>>>>  On Thu, Apr 30, 2009 at 1:59 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> Hey it looks pretty good (:
>>>>>>>
>>>>>>> A couple things though:
>>>>>>>
>>>>>>> #1 - i'd change the GetMessage function in movement.lua to be named
>>>>>>> something else such as Movement_GetMessage and then make a GetMessage
>>>>>>> function in your miner that in turn calls Movement_GetMessage.  This is 
>>>>>>> so
>>>>>>> you can still send messages (of other types) to the miner if you wanted 
>>>>>>> to
>>>>>>> that don't relate to movement.  More importantly, this is so that other
>>>>>>> people can make other monsters which can still receive messages that 
>>>>>>> dont
>>>>>>> relate to movement.
>>>>>>>
>>>>>>> #2 - i'd put all the movement variables and arrays into the
>>>>>>> movement.lua file so that the enemy that used the movement didn't have 
>>>>>>> to
>>>>>>> declare those vars (and it would break if someone forgets)
>>>>>>>
>>>>>>> #3 - you can delete the commented out functions in newminer to maake
>>>>>>> it cleaner if you want.  SVN keeps every version of every file checked 
>>>>>>> in so
>>>>>>> we can always go back if we need to.  No reason to keep commented code
>>>>>>> around that you know you probably won't need again (:
>>>>>>>   On Thu, Apr 30, 2009 at 1:52 PM, Apache User <
>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>
>>>>>>>> User:korgath
>>>>>>>>
>>>>>>>> Message: modified newminer to seperate out movement into its own
>>>>>>>> file. new enemies should now be able use the movement file.
>>>>>>>>
>>>>>>>> alan: check it out and let me know if you think i did it well
>>>>>>>>
>>>>>>>> <Files Changed>
>>>>>>>> U   Scripts/Enemies/newminer.lua
>>>>>>>> U   Scripts/cavemap.lua
>>>>>>>> U   Scripts/movement.lua
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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