[CF-Devel] Crossfire Scripting language
gros
gros at magellan.fpms.ac.be
Fri Apr 20 10:05:42 CDT 2001
Le Vendredi 20 Avril 2001 01:16, vous avez écrit :
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gros wrote:
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> Suggestion - could anyone try to make a complete list of needed scripting
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> abilities ?
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you only sent the reply to me, not the entire list. So I recopy most of
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the message here.
Ooops... Sorry. This will not happen again
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> We could use existing Crossfire objects to store script variables, or to
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> pass variables between different scripts. I used the invisible force
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> object in my scripting implementation to do just that. For example, I
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That mechanism still uses normal crossfire objects. The problem is if
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your holding variables in your script or passing them between scripts, they
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are external to how crossfire sees them, and so will not be saved. The
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point is that variables used within the script somehow have to be linked
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back to crossfire objects, or some external implementation to save these
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variables would be needed.
In a previous message, you suggested the use of a generic object
('npc_var_holder') to store vars. What I was trying to say is that I used
force objects just like that and so a new object was unneeded.
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If anything, a scripting helper in the editor could be added. Many
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commercial games do that. I also would noto expect the first time map
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maker to go and make some really complicated NPC script. So you could very
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well have a simple primer (do this/that to get something done), and of
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course the advanced developers may be able to use some more advanced
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features.
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In fact, I was thinking of such a tool.
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Easy to learn is only one consideration - to me, one that is just as big
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is readability of the scripts by others, since almost certainly someone
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will need to do something with it later on. And scheme has never gone into
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that category in my mind.
That's right - I'll try to use something more easy to read, probably Python.
Thank you for your suggestions.
Commander Gros
Ad Dwarvam Aeternam !
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