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 >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >