[QUOTE=Cadavre;30330]Read the sign “SMARTASSES INCORPORATED”.[/QUOTE]
I did, I don’t get it.
[QUOTE=Cadavre;30330]Read the sign “SMARTASSES INCORPORATED”.[/QUOTE]
I did, I don’t get it.
“Where do you see yourself in 5 years?”
“In the mirror!”
It’s true, but it’s a real smartass thing to say, so he’s hired, because the company is filled
with smartasses… It isn’t that hard to understand.
[QUOTE=eleventhree;30331]It would probbably wouldnt be hard to write a script like that, there are plenty of javascript compressors like that out there…[/QUOTE]
The problem isn’t in compressing, the problem is making the client understand it.
[QUOTE=Cadavre;30335]
“Where do you see yourself in 5 years?”
“In the mirror!”
It’s true, but it’s a real smartass thing to say, so he’s hired, because the company is filled
with smartasses… It isn’t that hard to understand.
[/QUOTE]
lmao i did realize it right after i posted but was too lazy to go back and edit it.
[QUOTE=Beholder;30336]The problem isn’t in compressing, the problem is making the client understand it.[/QUOTE]
The client cant understand command;command;command; without white space?
I thought scripts were compiled to bytecode before being sent to the client? Wouldnt that remove the comments names whitespace etc
Hmm, what about setting it up so each weapon has two copies? A ‘live’ copy which is what is sent to the client as the actual weapon, compressed to the max… and an ‘edit’ copy, which is what we edit, and is never compressed? When we open the weapon, it opens the edit copy. When we save it, it copies it over to the live copy, compresses it, and then is used as the actual weapon script. Then again I’m not even sure how RC works in this version as it’s been a while since I’ve used it, and not even sure if it uses the RC gui for editing weapons since there’s no NPC-server.
[QUOTE=eleventhree;30355]I thought scripts were compiled to bytecode before being sent to the client?[/QUOTE]
That is in Graal v4 and v5. Bytecode was made for GS2 from Torque, ergo why we have no control over it.
[QUOTE=eleventhree;30355]The client cant understand command;command;command; without white space?[/QUOTE]
It can, except for if(flag)function(); if(flag)command; works peachy.
But quite a few of the commands, flags, and built in variables are fat as fuck.
“if(mouseleftbutton){}” “mousescreenx”
[QUOTE=Beholder;30269]GUIs are fat.[/QUOTE]
Fat like a red tabby? Or just fat.
[QUOTE=Spooon;30385]Fat like a red tabby? Or just fat.[/QUOTE]
Fat like a trucker at a gas stop eating pancakes.
Chocolate pancakes?
Blueberry.
Oooo. That’s fat!
lol thank you for that Beholder
Not to revive an old thread and I know I am far from good at scripting (and it could get messy…) but couldn’t you spread the script over multiple weapons? Say you have a master weapon script with all the action parts like if (keypressed)…{client.value=1;} ect that activate flags, then have a second slave weapon script with if (client.value=1) {function(); client.value=0;} ect inside a timeout loop which would call functions from the second script?
I know there would be a tad of lag when it calls the functions (a 0.05 second one if not 0.1) but like I said to begin with ‘messy’.
dunno just theorycrafting in public xD
Yes, but just remember that the scripts would always have to be read “forwards” in those cases. There would be no ability to backtrack.
callweapon can also be used.
But I don’t remember if the script parses in the current frame or the next frame. D:
[QUOTE=Nalin;31686]callweapon can also be used.
But I don’t remember if the script parses in the current frame or the next frame. D:[/QUOTE]
Depends on the load order. It “leaves it for the next call”, but if the NPC you’re calling is loaded after the callweapon’s target, it will happen “next call” which will happen without the frame/0.05 second delay.
I’ll write all this down since this is how I will be needing to run the pokemon masterlists most likely :s lol