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Messages - muD

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Questions and Answers / Re: Question about is random script
« on: May 25, 2015, 06:10:19 AM »
Yes, it is possible with current scripts but not in a direct & convenient way. It may be worth holding on to see what comes of this:
In particular, the part about returning a value (a number) could potentially make things like this a lot easier/shorter to write.

Creative Features / Re: Skilling Machines
« on: May 23, 2015, 04:10:56 AM »

Questions and Answers / Re: Will Scripts Cause Lag?
« on: May 23, 2015, 03:30:27 AM »
I am making a map that is running multiple scripts online. Should I be worried?
It depends on how much graphical processing your scripts cause, how often they demand data transmission and how efficiently they've been written.
I generally don't worry about how much lag will be caused by scripts. Having a bunch of players mining in your world, for example, is usually far more demanding than a whole bunch of well written scripts operating simultaneously/sequentially.

If I'm not mistaken, most of the lag caused by scripts is the block placement ones, but if you add a committ script after each one, it should be fine.

Just make sure to also use wait scripts too, as they can cut down some lag. Even if its a WAIT [2]
Using a commit command between each one would actually cause more demand (therfore potential lag) as the commit command is used to force a graphic refresh.
It would be less demanding to omit the commit command from your scripts altogether and allow the game to just process it when it wants to, but of course that would mean players may not see the new changes which have occurred for a little while -which is no good in most cases.
Unless you want to see the changes in an animated sequence then i would recommend not using any wait commands and using only one Commit command after the final block placement command. That way the script will process through as fast a possible and only demand one refresh once its complete.

In my experience it is looping scripts which cause the most demand. I'd recommend using them sparingly, only when necessary and not looping infinitely. Make sure they are cancelled/ended as soon as possible. There are not many scenarios where looping scripts are the best method. It is fairly easy to cause heavy demand/lag or even crash your game with poorly designed loop scripts.

This is usually the result of mobs not having enough free space to spawn.
They don't need a lot of room.. it's about 3 empty blocks or so above the spawnblock, or they either won't spawn or they'll find an area close in which they can.

It may be easier to have your mobs spawned in by script rather than refining your architecture..
If you use scripts to spawn you can have them placed exactly where you want them

Creative Features / Re: Skilling Machines
« on: May 21, 2015, 03:56:45 PM »
I was talking to a player yesterday. He said he uses a smartglass to edit scripts, it allows him to use notepad - copy/paste etc. That's gotta be the way to go for serious script writing.
someone on the forums mentioned that a while back but i expected to be switching between devices too often, only being able to copy/paste one script line at a time so couldn't be bothered to set it up. i should give it a try tho sometime, i forgot about it

Trivial fact:
i've been debating which gaming machine to buy next
Was thinking; A Pc is more expensive, requires more space & more maintenance but has many more interesting games, far more options & uses, and is easily upgradable.
Whereas, the PS4 is just easy, cheaper, better looking, needs less space & attention, better for guests, you know every game will just run as its designed to so no hassle getting all the settings optimized.. but there's not many games that interest me and the few which do will also be on pc.
The Xbox One hasn't interested me so wasn't considered in the equation.
Then one day i realised how easily it could be to write, copy, paste & share scripts in TM PC. That was the tipping point for me

Creative Features / [Scripts] Re: Considering adding a return value to scripts
« on: May 20, 2015, 07:23:11 PM »
I'm intrigued to know if this will allow a method of returning the value of history marks, items in inventory ect in a way which can be directly used by other scripts.

ie. being able to count an entity such as the players history record, then use that value in another script.

eg. player runs a script which counts their mobkill count - they have 7,215 history marks from mob kills. that value 7215 can be accessed by another script to notify the player of their kill count.

Is that something that can be done with this?

Ideas / Re: Cancel weather script
« on: May 20, 2015, 06:54:27 PM »
yup, definitely easier to cancel it than calculate the timings
just earlier i forgot the rain is timed in seconds so made a 20,000 second rainy season. fun, if you're a frog.

I'm seeing the need for a view current avatars option...
the s on avatars implies you're considering a list, of sorts..
You know you're going to get over 9000 more requests for a 3rd person view when custom avatars are in action.. Perhaps kill 2 ducks with 1 arrow and have a 3rd person option in ghost mode too?

Thanks for answering those questions btw.

Nice update. The new content is great. Game just keeps getting better. Well done. 2/8

Ideas / Re: Hasstat
« on: May 20, 2015, 03:09:08 PM »
That list i posted was just stats the game already records btw. there may be more, i was going by memory. it's in the player statistics menu in-game.

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