Fwd: Re: [CF-Devel] Crossfire Scripting language
gros
gros at magellan.fpms.ac.be
Mon Apr 23 15:12:58 CDT 2001
Le Lundi 23 Avril 2001 09:43, vous avez écrit :
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Actually, this is a very good argument for writing our own script
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interpreter. This way, we can actually "multithread" scripts -- so a
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script that takes a long time can actually be broken up across several
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server ticks. Doing it that way might also make it possible to write
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scripts that an NPC continually executes (eg. an NPC elf can be
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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).
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The problem with this is, if we use Guile or Python or whatever else, it's
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very difficult (if not impossible) to determine the script's execution
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time. Given a script of sufficient complexity, it may be very difficult
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even for human examination; auto-verification is out the window.
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100% true.
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This sounds plausible, although synchronization might become quite a big
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issue -- for example, you might get very different results if the server
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machine for some reason runs the CF server more often than the script
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server -- the scripts could then get out of sync with the server. And it
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might produce very different outcomes depending on which machine/OS you
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run it on, esp. if scripts rely on timing.
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Again, 100% true. This would be more or less like programming player bots
(through they could get more control over the game).
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One thing I like about writing our own scripting language is that the
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scripts can be run in lockstep with the server, so that timing is always
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100% accurate.
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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 !
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