[project1dev] Re: Project1 - SVN Update 65

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 14:54:21 -0700

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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