Le Lundi 23 Avril 2001 09:43, vous avez écrit : > Actually, this is a very good argument for writing our own script > interpreter. This way, we can actually "multithread" scripts -- so a > script that takes a long time can actually be broken up across several > server ticks. Doing it that way might also make it possible to write > scripts that an NPC continually executes (eg. an NPC elf can be > continually practising his archery skills by shooting arrows at a target). Agree, even if your example is wrong. If you want the Elf to shoot arrows at a target, you only need to assign the script used to fire an arrow to an event called each time he gets the occasion to move (what I called a "time" event). > The problem with this is, if we use Guile or Python or whatever else, it's > very difficult (if not impossible) to determine the script's execution > time. Given a script of sufficient complexity, it may be very difficult > even for human examination; auto-verification is out the window. > 100% true. > This sounds plausible, although synchronization might become quite a big > issue -- for example, you might get very different results if the server > machine for some reason runs the CF server more often than the script > server -- the scripts could then get out of sync with the server. And it > might produce very different outcomes depending on which machine/OS you > run it on, esp. if scripts rely on timing. > Again, 100% true. This would be more or less like programming player bots (through they could get more control over the game). > One thing I like about writing our own scripting language is that the > scripts can be run in lockstep with the server, so that timing is always > 100% accurate. > And true again. The problem with writing our own scripting language is development time (as I said before). But if you are ready to write one, I'm ready to help you. Commander Gros Ad Dwarvam Aeternam !