[project1dev] Re: Project1 - SVN Update 65

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 14:05:42 -0700

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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