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yanjchan Developing Poster
Joined: 17 Jan 2009 Posts: 12
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Posted: Sun Jan 18, 2009 5:44 pm Post subject: Integrated Full Scripting Environment |
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I'm sure that others like me and myself would genuinely appreciate being able to fully script.
It wouldn't have to be very complicated, as long as it included basic operations such as arrays and if, then and else.
For example, I would be able to create a small script like: (i've included comments on side)
var citynum * 500 = citypay Variable "City Number" * 500 = citypay
user1cred + citypay = user1cred Add the pay to the new user1 credits variable
This program would be a lot easier than creating, say, 15 seperate triggers.
Please add this in them multiplaye rupdate. |
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pyro-bunny WI Forum Novice
Joined: 07 Jan 2009 Posts: 8
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Posted: Mon Jan 19, 2009 5:37 am Post subject: |
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That would be very hard because only a handful of people know how to program like that who actually play this game. I can only program using flash as2, and most cant at all |
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Callex Established Forum User
Joined: 17 Dec 2008 Posts: 65 Location: United Kingdom
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Posted: Tue Jan 20, 2009 1:31 pm Post subject: |
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I do agree that the triggering isn't too flexible. Including both the current trigger system and support for a more 'fluid' scripting method would be nice.
What is really needed though are better variables; the script that the OP posted for example tries to multiply different variables together. Right now variables can only be tested and modified by preset amounts, which isnt very useful. We need variables that can be inserted into actions for both text and numbers, and set depending on the current state of the game (player money, unit health etc...)
An example would be for a trigger that set 'RaiderVariable' to the number of raiders a player owns, and then gives the player 100 credits for each unit in 'RaiderVariable'.
What we have currently is great - the editor is solid and capable of creating some amazing add-ons, but a few improvements could massively increase add-on diversity. |
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