@phobos2077
There are all kinds of problems with doors (and lockable containers as well). For example: metal doors are supposed to take several explosives to open, but it can never work due both to bugs and wrong material settings in protos; prying doors with crowbars can never work due to bugs; autoclosing either doesn't work or works poorly; electronic and regular locks are not often distinguished; and so on with many problems. I'll take a look at the changes you wrote about (assuming they're in your published material), these sound like good changes. Except for the particular doors included in this download, my script 'door.ssl' is intended as a model or template of proper functionality, and doesn't actually fix many particular doors as encountered during actual gameplay.
In this 'pack o' scripts' mod no new global or map variables are used, and no new (novel) scripts are included except as noted above (I forgot about kagpal.int, it shouldn't have been included according to the criteria I used).
Everyone should feel free to make use of any of material in any way they find helpful in their own work.
I prefer the Noid's/Ruby compiler for precisely the reasons you find it objectionable. These are all strengths in my opinion, allowing one to attack scripts directly and code with clarity. Without Ruby, for example, there would be no Megamod. Headers are a liability, not an asset, and I would never find most of the bugs and lost content I do if I used a scripting method relying on them. Your suggestion that a lack of macros and headers is 'error prone' is not merely false, but the direct opposite of the actual situation. I understand you've done a lot of work on your compiler and would like to see more people using it, but it's not for everyone and there are valid reasons to prefer the old ways. Let's just leave it at 'different strokes for different folks,' I suppose.![Razz :razz: :razz:](/../../xencustomimages/smilies/icon_razz.gif)
There are all kinds of problems with doors (and lockable containers as well). For example: metal doors are supposed to take several explosives to open, but it can never work due both to bugs and wrong material settings in protos; prying doors with crowbars can never work due to bugs; autoclosing either doesn't work or works poorly; electronic and regular locks are not often distinguished; and so on with many problems. I'll take a look at the changes you wrote about (assuming they're in your published material), these sound like good changes. Except for the particular doors included in this download, my script 'door.ssl' is intended as a model or template of proper functionality, and doesn't actually fix many particular doors as encountered during actual gameplay.
In this 'pack o' scripts' mod no new global or map variables are used, and no new (novel) scripts are included except as noted above (I forgot about kagpal.int, it shouldn't have been included according to the criteria I used).
Everyone should feel free to make use of any of material in any way they find helpful in their own work.
I prefer the Noid's/Ruby compiler for precisely the reasons you find it objectionable. These are all strengths in my opinion, allowing one to attack scripts directly and code with clarity. Without Ruby, for example, there would be no Megamod. Headers are a liability, not an asset, and I would never find most of the bugs and lost content I do if I used a scripting method relying on them. Your suggestion that a lack of macros and headers is 'error prone' is not merely false, but the direct opposite of the actual situation. I understand you've done a lot of work on your compiler and would like to see more people using it, but it's not for everyone and there are valid reasons to prefer the old ways. Let's just leave it at 'different strokes for different folks,' I suppose.
![Razz :razz: :razz:](/../../xencustomimages/smilies/icon_razz.gif)
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