LarryG on 17/1/2018 at 02:50
I'm going to go out on a limb about squirrels and nuts, and suggest that not every mission author can write their own scripts. Just like before with C++ scripts, I believe that there are some folk who have or are acquiring the specialized knowledge and skill necessary and are willing to help the rest of us. So, I suggest that we make a stickied list of those folk willing to get squirrelly in support of others so that when we have needs for nuts we know who to PM and ask for help.
I would model it on, perhaps, the available voice actors list.
While I'm on the subject, similar lists would be of great help for finding object modelers, ambient music developers, texture artists, and people with other areas of specialized talent. What do you all think? Moderators? Would you back creation of such lists?
nightshifter on 18/1/2018 at 13:57
+1:thumb:
Yandros on 18/1/2018 at 14:52
I won't sticky this thread, but as is the norm here, I will add it to the sticky Resources for Authors thread if we actually get a list of available Squirrel scripters going in here.
vfig on 16/10/2018 at 00:27
Well, in the course of making my first Thief mission, I've written about five thousand lines of Squirrel script for all kinds of behaviours. I'd say that makes me pretty familiar with the topic, so let me put my hand up and say I'm willing to write custom scripts, or provide advice/debugging assistance for custom scripts for other FM authors.
ZylonBane on 16/10/2018 at 01:51
Five THOUSAND lines of code for a single mission? That's probably more than every OM script file put together. This code must be either amazing or horrifying.
trefoilknot on 16/10/2018 at 05:27
Hi vfig,
I could definitely use a custom script assist in the mission I'm working on! I'll shoot you a PM tomorrow :)
vfig on 16/10/2018 at 23:10
Quote Posted by ZylonBane
Five THOUSAND lines of code for a single mission? That's probably more than every OM script file put together. This code must be either amazing or horrifying.
Most of it's pretty clean, but it's definitely got some horrifying hacks. ~1700 lines is just for the big finale setpiece. ~900 for managing all my objectives (I'm doing that all through script instead of qvar traps and such), and about ~600 of utility functions. The rest is just lots of small things that were easier to do with scripts than linking up a bunch of traps or pseudoscripts. For comparison, I just threw cloc at the T2 scripts, and it reports ~14,000 lines of code.