imported>JustTim |
imported>JustTim |
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| I've tried creating a custom "function" that can be called by other scripts. The basic approach I took was to make the function a quest script, and have the calling script call the function via |StartQuest function_quest|. Ex:
| | {{Deprecated Article|This article is obsolete since [[OBSE]] has support for [[User Functions]].}} |
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| I have a quest called testfunc that is initially disabled and contains the following script:
| | === Introduction === |
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| <pre>scn testfuncscript
| | Writing complex scripts for oblivion can be very painful and frustrating. Not being able to write reusable functions that execute directly on call instead of the next frame is one of the major problems (at least for me). |
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| float param1
| | But Kkuhlmann from Bethesda had a great idea to make a workaround: Quest Stages! |
| float param2
| | When you call setStage in a script, the related stage result script will be executed immediately BEFORE the current script continues! This is therefore a great way to write immediately executing function calls! |
| float result
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| begin GameMode
| | I've spent MANY hours to advance this idea to a fully reusable function framework that can easily be used in your scripts. |
| Message "start func", 1
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| set result to param1 + param2
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| Message "end func: %.0f", result, 1
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| StopQuest testfunc
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| end</pre>
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| In another script, I call this "function":
| | === The easy way: Math Library ESM === |
| | The easiest way to use stage functions is by using [http://www.hazardx.com/details.php?file=68 this ESM Math Library]. It already contains all math functions listed in the [[stage_function_repository|Stage Function Repository]]. To use it copy the ESM file to your oblivion data folder and select it as an additional master file when loading your mod with the Construction Set. By doing this all the necessary setup steps are already done for you. All you need to do to use a function is to call it. You can also add new stages to the predefined function quest very easily in your mod without all the setup hassle. |
| | Be aware that other users of your mod will need the Library too to run it. |
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| <pre>scn testscript
| | Download: [http://www.hazardx.com/details.php?file=68 ESM Math Library v1.0]. |
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| float r
| | === Do it yourself: Setup === |
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| begin OnActivate
| | * Open any Plugin you wish or create a new one with the Construction Set |
| Message "before call", 1
| | * Create a new Quest called "f" (yes, just the letter "f", nothing more) |
| set testfunc.param1 to 10
| | * Activate the Checkbox "Allow repeated stages". (This is VERY important!!) |
| set testfunc.param2 to 20
| | * Create a new Quest Script and copy the whole FunctionQuestScript from this article into this script. Don't forget to attach it to your f-Quest! |
| StartQuest testfunc
| | <pre>ScriptName FunctionQuestScript |
| set r to testfunc.result
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| Message "after call: %.0f", r, 1
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| end
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| </pre> | |
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| However, the above code doesn't work. The order of the output illustrates why:
| | ; Internals |
| | short doOnce |
| | float fQuestDelayTime |
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| <pre>before call
| | ; Constants |
| after call: 0
| | float pi |
| start func
| | float rad |
| end func: 30</pre>
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| This is what it should be:
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| <pre>before call
| | ; Function In- and Output |
| start func
| | float fin1 |
| end func: 30
| | float fin2 |
| after call: 30</pre>
| | float fin3 |
| | float fout |
| | float fout2 |
| | float fout3 |
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| The problem is that the calling script doesn't wait for the function script to execute, and instead the function script is delayed until after the calling script finishes executing.
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| So is there any way that can bypass this problem without resorting to nasty "wait for the other script to finish" hacks? (I could make the calling script have a GameMode block that would repeatly check when the function finishes executing, but that would be a serious PITA.) I suspect this same problem would've arisen if I had tried creating a function script by attaching it to a persistent object instead of a quest (and calling it via the Activate function).
| | ;S10 FUNCTION Arctan |
| | float t3 |
| | float t5 |
| | float t7 |
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| --[[User:Maian|Maian]] 03:59, 18 April 2006 (EDT)
| | ;S20 FUNCTION getAngle |
| | float tan |
| | float ang |
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| I'm just kind of brainstorming here, but you might try making a quest, marked "Allow repeated stages" so you can call the stages repeatedly, and make (say) stage 10 be your "function". Quest stage results are executed immediately, while the current script is processing, so you wouldn't have to wait for the results.
| | ; Set constants first |
| | Begin Gamemode |
| | if doOnce == 0 |
| | set pi to 3.1415927 |
| | set rad to 180.0/pi |
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| Keep your variables in your quest script. In stage 10 results, you'd have:
| | set fQuestDelayTime to 30 |
| | | set doOnce to 1 |
| <pre>
| | endif |
| Message "start func", 1
| | End</pre> |
| set testfunc.result to testfunc.param1 + testfunc.param2
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| Message "end func: %.0f", testfunc.result, 1
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| </pre> | |
| | |
| To call this function, you'd do the following:
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| | |
| <pre>scn testscript
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| | |
| float r
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| begin OnActivate
| | * Now create stage 10 for this quest with the following code: |
| Message "before call", 1
| | <pre>;FUNCTION float Arctan(float tan) |
| set testfunc.param1 to 10
| | ;Approximation by Taylor Series - script by DragoonWraith |
| set testfunc.param2 to 20
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| setstage testfunc 10 ; call the "function"
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| set r to testfunc.result
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| Message "after call: %.0f", r, 1
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| end
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| </pre> | |
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| I think this should work (I haven't tried it).
| | set f.t3 to (f.fin1 * f.fin1 * f.fin1) |
| | set f.t5 to (f.t3 * f.fin1 * f.fin1) |
| | set f.t7 to (f.t5 * f.fin1 * f.fin1) |
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| --[[User:Kkuhlmann|Kkuhlmann]] 14:02, 18 April 2006 (EDT) | | set f.fout to (f.fin1 - (f.t3/3) + (f.t5/5) - (f.t7/7))</pre> |
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| I've been doing this for awhile now with OnActivate functions placed on activators. The reference you use to activate it acts as a parameter to tell it how to act. Then when that function is done it activates the calling object to let it know that it is finished and it is time to process the results.
| | * And stage 20: |
| | <pre>;FUNCTION float getAngle(float x, float y) |
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| So for instance
| | set f.tan to (f.fin1/f.fin2) |
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| <pre>scn ActivateFunction | | if f.tan >1 || f.tan < -1 |
| ref incoming
| | set f.tan to (f.fin2/ -f.fin1) |
| | | if f.fin1 >= 0 |
| begin OnActivate
| | set f.ang to 90 |
| set incoming to GetActionRef | | else |
| if (incoming == CallingScriptRef.Me) | | set f.ang to -90 |
| set CallingScriptRef.Value to CallingScriptRef.Value + 3
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| CallingScriptRef.Activate CallingScriptRef.ActivateFunctionRef 1
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| return
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| endif | | endif |
| end</pre>
| | else |
| | | if f.fin2 >= 0 |
| <pre>scn CallingScript
| | set f.ang to 0 |
| ref Me
| | else |
| ref ActivateFunctionRef
| | set f.ang to 180 |
| long Value
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| ref incoming
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| | |
| begin OnLoad
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| set Me to GetSelf
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| set Value to 0
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| Message "I am storing a value of %.0f", Value, 1 | |
| end
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| | |
| begin OnActivate
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| set incoming to GetActionRef
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| if (incoming == ActivateFunctionRef)
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| Message "Now I am storing a value of %.0f", Value, 1
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| return
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| endif | | endif |
| ActivateFunctionRef.Activate Me 1
| | endif |
| end
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| </pre>
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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.
| | ;CALL float Arctan(float tan) |
| --[[User:Tegid|Tegid]] 14:44, 18 April 2006 (EDT)
| | set f.fin1 to f.tan |
| | | setStage f 10 |
| 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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| #It can be called (via |testfunc.Activate player, 1|).
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| #The function is executed immediately rather than after the script that called it.
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| #It can be called even in places where the dummy object isn't at, e.g. I placed the dummy object inside an interior cell and called it in an exterior cell. This was what I was most worried about with this approach - that the function would only work if the dummy object is in the same area. I haven't tested this extensively, so it may be the case that it works only because the dummy object is still in memory, but I suspect that's not the case.
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| Tegid, in your example, the called function apparently needs a reference to the script calling it, which defeats the purpose of making the function generic (after all, the main reason for creating a new function is to share code between 2+ functions). Maybe if your script just checked if incoming.Me was set and just used incoming rather than CallingScriptRef, it could work generically.
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| Kkuhlmann, I haven't tried your method yet, but I'm post an update once I do so.
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| Thanks for all the help! --[[User:Maian|Maian]] 21:49, 18 April 2006 (EDT)
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| Kkuhlmann's solution also worked.
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| For reference, here's my dummy object + activate script solution:
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| On a dummy object:
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| <pre>scn testfuncobjscript
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| float param1
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| float param2
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| float result
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| begin OnActivate
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| if IsActionRef Player != 1
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| Message "start func", 1
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| set result to param1 + param2
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| Message "end func: %.0f", result, 1
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| else
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| Activate
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| endif
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| end</pre>
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| Calling script:
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| <pre>scn testobjscript
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| float r
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| ref self
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| begin Onload
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| set self to GetSelf
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| end
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| begin OnActivate
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| Message "before call", 1
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| set testfuncref.param1 to 10
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| set testfuncref.param2 to 20
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| testfuncref.Activate self, 1
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| set r to testfuncref.result
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| Message "after call: %.0f", r, 1
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| end</pre>
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| | |
| --[[User:Maian|Maian]] 01:47, 19 April 2006 (EDT)
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| The CallingScriptRef is just your single point of entry into the set of scripted functions. It is a persistent reference Activator like your testfuncref. Also, it has not been my experience that Activate calls interrupt the flow of script parsing. I was under the impression that the Activate call really just sets a bit so that when that script is reached, the OnActivate block is executed.
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| --[[User:Tegid|Tegid]] 11:07, 19 April 2006 (EDT)
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| I love the solution kkuhlmann has written! This is by far the best idea for immediately executing function calls!
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| Now imagine this:
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| Create a Quest just called "f" (for "function") with the following script:
| |
| <pre>ScriptName FunctionQuestScript
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| ; Function In- and Output
| | if f.fout > (f.pi/2) |
| float fin1
| | set f.fout to (f.pi/2) |
| float fin2
| | elseif f.fout < (f.pi/ -2) |
| float fin3
| | set f.fout to (f.pi/ -2) |
| float fout
| | endif |
| float fout2
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| ref rin1
| | set f.fout to ((f.fout*f.rad) + f.ang)</pre> |
| ref rin2
| | * Okay, the function setup is complete. |
| ref rin3
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| ref rout
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| ref rout2
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|
| ;Specific Function Vars
| | === Usage === |
| ;Stage10 FUNCTION Hypotenuse
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| float sqr
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| float n</pre>
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| This is a generalized function framework that can be re-used for as many functions as you like.
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| And now make stage 10 for this quest with the following code:
| | Now you've already got 2 functions: One to calculate the arctan and another one that uses arctan to calculate the angle of a vector. To get the angle between two objects in a script just type: |
| <pre>; FUNCTION float Hypotenuse(float CathetusA, float CathetusB) | | <pre>;CALL float getAngle(float x, float y) |
| ;float sqr, n
| | set f.fin1 to ( Object2.getPos x - Object1.getPos x ) |
| | set f.fin2 to ( Object2.getPos y - Object1.getPos y ) |
| | setStage f 20 |
| | set ResultingAngleZ to f.fout</pre> |
| | Et voilà, here is your Z-Angle between Object 1 and 2! |
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| set f.n to ((f.fin1 * f.fin1) + (f.fin2 * f.fin2))
| | === Conclusion === |
| if (f.n <= 0)
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| set f.fout to 1
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| else
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| set f.sqr to f.n/2
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| set f.sqr to (f.sqr+(f.n/f.sqr))/2
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| set f.sqr to (f.sqr+(f.n/f.sqr))/2
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| set f.sqr to (f.sqr+(f.n/f.sqr))/2
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| set f.sqr to (f.sqr+(f.n/f.sqr))/2
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| set f.sqr to (f.sqr+(f.n/f.sqr))/2
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| set f.fout to f.sqr
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| endif</pre>
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| Okay, the function setup is complete. now to use it in a script just type:
| | You can reuse the function wherever you like, how often you wish to and you can even call functions from inside another stage of "f" (aka. another function)! |
| <pre>; float Hypotenuse(float CathetusA, float CathetusB)
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| set f.fin1 to SomeValue
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| set f.fin2 to AnotherValue
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| setStage f 10
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| set YetAnotherValue to f.fout</pre>
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| the Function executes immediately, it is easy to use and you can put one function for each stage into this quest framework! This is especially handy when you've to work with complex mathematical functions like those [http://www.elderscrolls.com/forums/index.php?showtopic=374963 HERE].
| | It is also very easy to share the functions with others since you only need to share the code of the stage result script for your function. |
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| And you can easily share this functions with others since you'll only have to share the code you've put into this single stage!
| | The only downsides are that you have to define all vars in the quest script (it compiles when you define them in the stage result script, but they'll always be 0) and the limited maximum length of each quest result script (which isn't a big problem since you are able to split a single function into multiple stages). |
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| (This is tested and works. Thanks to Galerion for the Square Root function.)
| | Many thanks go tu Kkuhlmann for his great idea, to DragoonWraith for the Arctan function and to Maian for telling me that my old functions were completely wrong. :) |
| --[[User:JustTim|JustTim]] 18:13, 6 May 2006 (EDT)
| | The new version of the getAngle Function seems to be very accurate, but if anyone has an idea on how to improve these scripts for accuracy and performance then please contribute! |
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| Damn, I've once again found a great limitation in scripting: It is obviously impossible to define new variables in a quest stage. It compiles, but they'll always have a value of 0. To get the above sampes to work you'll have to define all vars in the function quest script instead of the stage. i'm testing it further. --[[User:JustTim|JustTim]] 21:55, 6 May 2006 (EDT)
| | === Function Repository === |
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| Very cool: You are able to call a function (stage) from inside another function, even if both are part of the same quest! You'll just have to take care that they use diffrent veriables or the same but not at the same time. This is very handy due to the very limited size of one stage. It is also helpful to call the quest just "f" instead of "function" since you have to write the quest name for every variable you access in the script. --[[User:JustTim|JustTim]] 22:59, 6 May 2006 (EDT)
| | If you are looking for a complete setup with many math functions included then take a look at the [[stage_function_repository|Stage Function Repository]]! |
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| [[Category:Useful Code]]
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| [[Category:Solutions]] | | [[Category:Solutions]] |