[project1dev] Re: Project1 - SVN Update 65

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 15:04:41 -0700

Woots! (:

Thanks Kent
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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