Readonly access to attributes and something other

Post ideas & suggestions you have pertaining to the game here.
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EditorRUS
Militia Lieutenant
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Posts: 148
Joined: Tue Oct 30, 2012 6:30 pm

1. Let's imagine a situation that we have a weapon:
<ItemType
name = "blah"
virtual = "1">
<Weapon
omnidirection = "true"
damage = "generic:1337"
blah-blah
>
<Effect>
<blah-blah>
...

And we need to get some attribute. For example - if some itemtype have effect with some value, then blah-blah.
typGetAttribute %UNID% %block% %attribute% [%index%=0]

So, UNID is UNID, block is block enclosed in triangle braches (ItemType, Weapon, Effect, etc), attribute is the name of an attribute and index is number of block, if there're few of them (missile launchers, for example)

typGetBlocks %UNID%

Returns a list of blocks of some UNID.

Uses: try to come up with them yourself.


Another one idea.
sysAddObjTimerEvent & sysAddObjRecurringTimerEvent

Make the same, but ... FOR FUNCTIONS.

(sysAddObjTimerFunction 1 (lambda Nil (dbgOutput "IT WORKS")))

Why i can't use events for such targets? Just because events CAN'T receive values.
EditorRUS
Militia Lieutenant
Militia Lieutenant
Posts: 148
Joined: Tue Oct 30, 2012 6:30 pm

By the way a question: why don't George want to add float numbers?
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Atarlost
Fleet Admiral
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Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

Floats are bad for simulation because the identity A+B-B=A is not always true.
Literally is the new Figuratively
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