C-Dawg
06-25-2007, 04:39 PM
I understand that scripts are compiled long before runtime. But it must be possible to re-assign scripts to a room or FFC at runtime, because carry-over FFCs can move scripts into rooms they weren't before. I'd like the ability to assign an FFC script to an FFC at runtime, too.
Here's why that would be useful. Say you have a custom item script that shoots out an FFC when the player uses it. The FFC needs its own script to operate if it is to do something over a period of time. (Like, say, fly across the screen in a particular pattern and react to walls/enemies/etc). But that means you need to rely on carry-over FFCs and ensure that every FFC that might be used by a custom weapon is on every screen of the quest. Tedious.
It would be better if the item script could grab FFC 32 or some other reserved FFC, assign it a script when the item is used, and then send it on it's way. That way, there is NO set-up needed AT ALL except compiling the item and FFC script, and assigning the item script. VERY easy for people who are not familar with scripting, and far less tedious than the alternative method.
Here's why that would be useful. Say you have a custom item script that shoots out an FFC when the player uses it. The FFC needs its own script to operate if it is to do something over a period of time. (Like, say, fly across the screen in a particular pattern and react to walls/enemies/etc). But that means you need to rely on carry-over FFCs and ensure that every FFC that might be used by a custom weapon is on every screen of the quest. Tedious.
It would be better if the item script could grab FFC 32 or some other reserved FFC, assign it a script when the item is used, and then send it on it's way. That way, there is NO set-up needed AT ALL except compiling the item and FFC script, and assigning the item script. VERY easy for people who are not familar with scripting, and far less tedious than the alternative method.