User Tag List

Results 1 to 10 of 32

Thread: Message system discussion

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #15
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,766
    Level
    21
    vBActivity - Bars
    Lv. Percent
    69.96%
    Quote Originally Posted by Gleeok View Post
    I don't understand what you are saying. You have to "hardcode" them otherwise how in the hell is ZC going to call the script function at the appropriate place in the code? Hint: It can't.

    Scripts can also at any time - even in the callback itself!! - change the callback dynamically in the script. Ex:

    Code:
    void OnDeathWithFairy()
    {
       //revive Link
       // then....
       if(--bottled_fairy_count == 0)
         Game.SetCallback(CB_DEATH, @OnLinkDeath);
    }
    
    void OnLinkDeath()
    { 
      //dies ..poor guy. R.I.P.
    }
    For all the writing you do I feel like you don'tread what I am saying... like ever. You don't NEED TO SET EVERYTHING IN ZQUEST BECAUSE WITH THE NEW SCRIPT ENGINE YOU DONT NEED TO EVER OPEN ZQUEST. You can compile scripts directly in ZC as you are playing, minus setting up enemies in the editor and shit like that. At least that's the plan.
    What did I write, at all, in this thread, that is even remotely related to requiring the user to open ZQuest?

    'I would just allow defining a message and linking it to a series of events that are easy to expand. '

    So, that feeling is mutual.

    By hardcoding, I mean creating individual callback identifiers, versus OnEvent(system event), which would IMO, be easier to later expand, by expanding the possible events. That is, OnEvent(EVENT_DEATH, ...). What is the point of:

    OnDeath(EVENT_DEATH, ...) ??

    You want a series of enums for the events, and you want to separately list every possible event, too? Please, what is the purpose? I legitimately do not comprehend it. Please, if I;m missing something here, let me know. I see a handle in the syntax, and a defined value. Is there a need for individual message IDs, or is that just a list of examples for internal use, and not for user-use?

    Perhaps that is what I am missing here.
    That, and of course, setting user-defined events, would be nice. If that isn't possible, that's fine.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social