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ScriptAPI Suggestions

Give us your input on how we may improve the game in future versions.
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JakSparro98
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ScriptAPI Suggestions

Post by JakSparro98 » Sun Feb 11, 2018 3:15 am

This topic is used to collect small ScriptAPI suggestions that, like his map editor counterpart, won't take an entire thread to explain how they works.

You can suggest things like:
  • Attributes and methods / overloads additions for existing classes.
  • missing trigger functions that are already covered in the ScritpAPI but are not covered by triggers.
Last edited by JakSparro98 on Sun Feb 11, 2018 1:12 pm, edited 2 times in total.
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Gurt
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Post by Gurt » Sun Feb 11, 2018 11:37 am

I'm editing your topic here.
Let's just keep small suggestions like attributes, methods and overload functions to existing classes here.
You might also suggest missing triggers to functions that already existing in the ScritpAPI but is not covered by triggers.

Any other suggestions should be in it's own topic (new classes and brand new features - that's usually NOT small suggestions).
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JakSparro98
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Post by JakSparro98 » Sun Feb 11, 2018 3:17 pm

I took the trouble to modify again the previous post by even adding the trigger example you made, just to avoid misunderstanding.
Gurt wrote:
Sun Feb 11, 2018 11:37 am
[..]Let's just keep small suggestions like attributes, methods and overload functions to existing classes here.[..]Any other suggestions should be in it's own topic (new classes and brand new features - that's usually NOT small suggestions).
Good, now I know I can open a brand new thread to talk about classes addition without worries of a warning or something. :)

I take this opportunity also to say that IProfile.Accessory is misspelled.
Last edited by JakSparro98 on Fri Feb 16, 2018 2:33 am, edited 1 time in total.
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JakSparro98
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Post by JakSparro98 » Fri Feb 16, 2018 2:31 am

I was thinking about the possibility to get all objects inside a GroupMarker, a method addition like GetObjectsInGroup() that returns IObject[].
But how they will be handled when groups are not active? because they could return null if the marker is not triggered, but it's also true that those objects exist even if they are never spawned. I don't know how groups are internally handled but maybe accessing that informations before the effective spawn is not possible.

You can also spawn multiple objects from the same group, so which "generation" will be listed by the method? I was thinking about something similar to the CreatedObject from CreateTriggerArgs class, where only the last spawned object is kept.
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