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[feature request] scripts as objects for re use
So for most games you have a set of scripts that you often use. These are mostly the same for lots of your mages.
cast quickness, varous shielding spells, various regen spells etc, then attack When you want to modify the script on any guy you have to make the whole thing from scratch which really blows. It would be really nice to have a "script object" and a "script editor". The objects could then be attached to various mages. So you have: defaultAttackScriptForPretender and you can attach that object to your pretender. When you get a new level of magic you can just edit the object and add/replace things on the object. And since your pretender references the script, he gets it for free. Being able to use objects and then commands would also be nice. So you have have like this: defaultMageSpellUpObject, <specific attack spells THIS mage should do> so you have: mage 0 defaultMageSpellUpObject, solar flares, solar flares, cast spells mage 1 defaultMageSpellUpObject, blade wind, cast spells mage 2 defaultMageSpellUpObject, animate skeleton, cast spells So now you can replace the resist cold with resist fire or what not for all your mages really easily. ~msew |
Re: [feature request] scripts as objects for re use
In case you didn't know: Commander's script can be saved by pressing ctrl-1 to ctrl-9, and loaded with 1 to 9.
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Re: [feature request] scripts as objects for re us
He probably didn't know, as I think he's new to the game. That said, it would be nice if IW were to externalize scripts for commander orders in a user-editable text file. Then you could save your favorite scripts, to reuse in other games (or give to friends).
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Re: [feature request] scripts as objects for re us
>That said, it would be nice if IW were to externalize scripts for commander orders in a user-editable text file. Then you could save your favorite scripts, to reuse in other games (or give to friends).
100% agree on this. much easier to edit and manage this way too. |
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