[project1dev] Re: Project1 - SVN Update 65

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 15:22:03 -0700

what about placeholder variables like i and n

On Thu, Apr 30, 2009 at 3:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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