Difference between revisions of "Simulating new functions"

661 bytes added ,  01:47, 19 April 2006
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imported>Maian
imported>Maian
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This removes the need for a game mode block and allows function passing (or setting in a persistent reference).  I've used this quite successfully for some cool stuff I'm finishing the testing on.
This removes the need for a game mode block and allows function passing (or setting in a persistent reference).  I've used this quite successfully for some cool stuff I'm finishing the testing on.
--[[User:Tegid|Tegid]] 14:44, 18 April 2006 (EDT)
--[[User:Tegid|Tegid]] 14:44, 18 April 2006 (EDT)
[[Category:Questions]]


After some experimentation, I've verified that making the function script an object script and attaching it to a dummy object (in activator called testfunc in my case), it works. That is, it satisfies the following conditions:
After some experimentation, I've verified that making the function script an object script and attaching it to a dummy object (in activator called testfunc in my case), it works. That is, it satisfies the following conditions:
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Thanks for all the help! --[[User:Maian|Maian]] 21:49, 18 April 2006 (EDT)
Thanks for all the help! --[[User:Maian|Maian]] 21:49, 18 April 2006 (EDT)
Kkuhlmann's solution also worked.
For reference, here's my dummy object + activate script solution:
On a dummy object:
<pre>scn testfuncobjscript
float param1
float param2
float result
begin OnActivate
  Message "start func", 1
  set result to param1 + param2
  Message "end func: %.0f", result, 1
end</pre>
Calling script:
<pre>scn testobj2script
float r
begin OnActivate
  Message "before call", 1
  set testfuncref.param1 to 10
  set testfuncref.param2 to 20
  testfuncref.Activate Player, 1 ; <-- function call
  set r to testfuncref.result
  Message "after call: %.0f", r, 1
end</pre>
--[[User:Maian|Maian]] 01:47, 19 April 2006 (EDT)
[[Category:Solutions]]
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