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Thread: Scripting

  1. #1

    Scripting

    Hey there,
    well I guess you have plenty of stuff to get sorted, but one thing I wanted to ask for some time: Will there be a kind of scripting possible to give created things some action that can be triggered?
    Concret example: A door which opens on click / on nearby characters.
    Doesn't have to be via real 'script' but perhaps via some properties of an object, if you know what I mean.
    Cheers, Snake.

  2. #2
    Xsyon Citizen joexxxz's Avatar
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    Re:Scripting

    really good idea.

    For example, like at night the tribe can lock its main gates and stuff like that.

  3. #3

    Re:Scripting

    This suggestion reminds me of what is in Second Life. A lot of creativity in that game. Right now the devs have not even hinted that they are even thinking about this.

    Yet I too would like to see some sort of simple scripting put in eventually for use on large tribal lands. Lag is always a concern with scripting and custom meshes but then if tribes are given the tools to monitor this it won't be too bad.

    Leader of Ancient Embers at ancientembers.net

  4. #4

    Re:Scripting

    Oakstead wrote:
    This suggestion reminds me of what is in Second Life. A lot of creativity in that game. Right now the devs have not even hinted that they are even thinking about this.

    Yet I too would like to see some sort of simple scripting put in eventually for use on large tribal lands. Lag is always a concern with scripting and custom meshes but then if tribes are given the tools to monitor this it won't be too bad.
    yes Oakstead, I agree.
    Another game - well more a development tool for games - where this is implemented very good is Unity, and with much better physics than SL. The developers have not even mentioned it, that's true, there are some questions of citizens already pointing in that direction though, like 'will it be possible to lock houses?'

  5. #5
    Xsyon Citizen joexxxz's Avatar
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    Re:Scripting

    I really dont like the idea of locking houses permanently, so only the user can open.. What if we could have a combination lock of buttons. ([][][][][]). Like every bracket represents a button, on or off. So total of 31 combinations.. Unless u have a key on you, so if someone kills u, they can loot the key and then get into your house. Then its interesting...

  6. #6

    Re:Scripting

    yes Joe, I agree
    Hey but sorry, I'm an old assembler-programmer, so I have to tell you:
    5 buttons with two possible positions each make a total count of combinations of 2^5, that's 32

  7. #7
    Xsyon Citizen joexxxz's Avatar
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    Re:Scripting

    lol so am I. but i was to lazy to count. so i guessed it. I also know a little bit of C++. One question? how hard/easy to implement this in to the game from a programmer's point of view???

    Well what if the possible event only could have on and off situation with a timer, the reason a timer so the user wouldnt jam the server.
    like a terraforming, its takes time for the event to happen. So let say if u closing a gate, it will take 15 sec to activate the gate, while 15 seconds takes place the server sends the info to all players in that region. And the lag is eliminated. Just a thought.

  8. #8

    Re:Scripting

    okay hehe.
    well that has to be answered by the devs, I know nothing about the underlaying machine of XSYON.
    what is necessary is clear:
    - objects have to have attributes that can be changed via click
    - five sub-objects of the 'door' can receive it and store the change of the status.
    - grouping of objects has to be possible and the door beeing somehow the 'master' of the group
    - last but not least: the rotation of an object around an angle has to be possible
    edit: but, hey lol, wouldn't this be funny in a post-apocalyptical world without any technology having a 5-bit-keylock-system ^^
    one word about lag-producing via scripting:
    that is true if stuff like timers for moving objects like birds etc are used with rotations and movements and perhaps rendering of multiple textures on complex polygones is implemented.
    a simple door, event-driven, waiting for a click, should not cause lag

    concerning the timer for different states of objects: that's fine joe. always done this way as far as I know. So if the event of a status-change has come, there will be a certain time necessary for the next change. but, as I said: lag is caused via scripting by programs which have timer-loops implemented, likewise the self-build avatar-animations which cause very bad lag too. If you have 20 persons with self-driven animations looping every 30seconds there may be the situation you are not able to move at all lol. ^^

  9. #9
    Xsyon Citizen joexxxz's Avatar
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    Re:Scripting

    Here is a question for u! Let say all players at the same time gonna do terraforming. Would this activity cause lag or not???

  10. #10

    Re:Scripting

    lol, thank you very much for the honour joe, but beeing a somehow professional I know that I can not really say anything about a game I do not know 'from the inside'.
    To just 'guess' I would say YES, this will cause lag. Because each change has to be stored and it has to be handled in database-language 'transaction safe', so that they can not be realized parallel but has to be done in 'first come first serve order', and that may mean that who is trying to terraform as the last one has to wait a bit to see what she/he has done

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