Feature Suggestion - Extra .CHR Animations
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torin


You could still have regular movescripts. Like I said, just treat them like special scripts. The 'EntityMove' function could take either a script name or a string with a literal script
inside.

And how 'bout this: you can customize literal movescripts. So you could assign a script to any character sequence in system.vc, before you do anything else, and then use those special sequences in move scripts:

System.vc:

#movescript Cwc% ClockwiseCircle
#movescript Ccwc% CounterClockwiseCircle

...

Some map script:

EntityMove(guardEnt, "Cwc4Cwc4Ccwc4Ccwc4R");

Scripts could be used in all kinds of other places, too. You're probably right about vecna ever implementing this, though.


Posted on 2004-07-12 15:18:16

Omni

Er...don't think defines can do search and replace in strings.

#define script void

script myscript(int index)
{
stuff
}

That's not quite the implementation, but I kinda liked the "script" keyword :)

Posted on 2004-07-12 16:07:31

torin


#movescript wouldn't be a define, but a separate
preprocessor macro.

I might try to implement this coroutine idea as a preprocessor. Adding it to the engine itself would probably involve lots of redesign, but it shouldn't be too hard to translate scripts into functions and global variables.

Comments and suggestions welcome!

Posted on 2004-07-12 16:11:30

vecna

please elaborate on this 'jump' command. without any sort of conditionals I'm not catching the purpose.

Posted on 2004-07-22 02:53:58


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