Le Vendredi 20 Avril 2001 01:16, vous avez écrit : > gros wrote: > > Suggestion - could anyone try to make a complete list of needed scripting > > abilities ? > > you only sent the reply to me, not the entire list. So I recopy most of > the message here. Ooops... Sorry. This will not happen again > > > We could use existing Crossfire objects to store script variables, or to > > pass variables between different scripts. I used the invisible force > > object in my scripting implementation to do just that. For example, I > That mechanism still uses normal crossfire objects. The problem is if > your holding variables in your script or passing them between scripts, they > are external to how crossfire sees them, and so will not be saved. The > point is that variables used within the script somehow have to be linked > back to crossfire objects, or some external implementation to save these > 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. > If anything, a scripting helper in the editor could be added. Many > commercial games do that. I also would noto expect the first time map > maker to go and make some really complicated NPC script. So you could very > well have a simple primer (do this/that to get something done), and of > course the advanced developers may be able to use some more advanced > features. > In fact, I was thinking of such a tool. > Easy to learn is only one consideration - to me, one that is just as big > is readability of the scripts by others, since almost certainly someone > will need to do something with it later on. And scheme has never gone into > 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 !