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Easier skills #413606
12/15/12 19:51
12/15/12 19:51
Joined: Sep 2007
Posts: 101
Luxembourg
K
krial057 Offline OP
Member
krial057  Offline OP
Member
K

Joined: Sep 2007
Posts: 101
Luxembourg
I think it would be cool for newbies to have a SED (or compiler feature) that automatically creates a define for skills? It's a bit difficult to explain. Here is an example:
Code:
#include <acknex.h>
int main()
{
  you = ent_create(...)
  you.health = 30;
}



Wouldn't it be nice, if SED would prompt a message(like in Eclipse?): "use unused skill for health". It would then search for a skill that's not yet used and reserve it for health(automatically generating the following snippet on top of code: #define skill1 health)

For noobs, it would be even easier if this is implemented in the compiler. If the compiler finds an entity attribute that's not defined, it automatically uses it as an unused skill.

Last edited by krial057; 12/15/12 19:59.
Re: Easier skills [Re: krial057] #413610
12/15/12 20:47
12/15/12 20:47
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Well, it probably isn't something THAT important but sounds like a very nice idea to me.
I really like stuff like this which makes the workflow simpler / better.

+1 from me.

EDIT: I'm sorry for the triple-post, the page was not loading so I thought it's offline and refreshed seveal times smirk

Last edited by Kartoffel; 12/15/12 21:26.

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Re: Easier skills [Re: Kartoffel] #413618
12/15/12 22:25
12/15/12 22:25
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Under what circumstances is a skill "unused"?


Always learn from history, to be sure you make the same mistakes again...
Re: Easier skills [Re: Uhrwerk] #413619
12/15/12 22:33
12/15/12 22:33
Joined: Sep 2007
Posts: 101
Luxembourg
K
krial057 Offline OP
Member
krial057  Offline OP
Member
K

Joined: Sep 2007
Posts: 101
Luxembourg
if, after the preprocessor ran, "skill[x]" is nowhere in the code. Of course, this would work best if it gets implemented in the compiler and not by the IDE (Sed f.i.)

Last edited by krial057; 12/15/12 22:35.
Re: Easier skills [Re: krial057] #413620
12/15/12 22:36
12/15/12 22:36
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
And if a shader is reading from a skill? Or a plugin? Or you access a skill by its address, not by its name? Or you access multiple skills at once with a vector instruction?


Always learn from history, to be sure you make the same mistakes again...
Re: Easier skills [Re: Uhrwerk] #413631
12/16/12 00:50
12/16/12 00:50
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I see your (OP's) point but it really isn't hard (and much cleaner) to define an attribute as a skill yourself.


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