even those just to be safe what if someone is doing a loop and calling move multiple times or something. Who knows why but it might happen you never know On Thu, Apr 30, 2009 at 3:22 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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 >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >