[CF-Devel] Crossfire Scripting Language, version 1.0.0b8
gros
yann.chachkoff at mailandnews.com
Mon May 21 06:08:37 CDT 2001
Le Dimanche 20 Mai 2001 19:55, vous avez écrit :
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We test the script stuff and all what i can say its:
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Include it ASAP.
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We will want/need scripting yet, lets test it hard!
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The players are still able to crash the server (5 times the damn since
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friday), so some
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more potential crashes through scripts will not change anything.
Mmmm... I consider potential crashes through scripts to be a problem - that's
why I wanted intensive testing/bug tracking. I do not want crossfire to
become more unstable than it is now just because of scripts, badly written or
not.
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Lets play around what can be done.
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And we need some knowledge about performance - where my opinion is that we
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will not has a
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performance hole. The scripts are not used in every action a player invoke.
True. But there may be a performance loss when many players are running many
scripts. If this really become a problem, I'll implement some limit (I
thought of something like a maximum number of crossfire instructions that can
be executed in a script).
MiDS also said you had a problem with the Broadsword of Scripting - can you
tell me more about this ?
Chachkoff Y.
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