How about this change for messages -- it will keep code compatibility but give you the extra data you need. The numbers are really there to route, but I can have something like:
Code:
...event.setMessageData("abc","def",.... variable number);
...event.sendMessageToPlayer(); // same routine as before
....
....
// event has come in
var str=xxx.event.getMessageData(0); // str = "abc"
You can use the same code as always, but you can send extra data along. It will be two calls instead of one, though.
For the meshes in Editor, I'll add something like:
(x) send message on entry id: 0 data: abc
[>] Brian
Genius! Much thanks. What is "abc" and "def" if variable number is the variable to be assigned?
teh1ghool Wrote:Genius! Much thanks. What is "abc" and "def" if variable number is the variable to be assigned?
What I'm thinking is they could be any javascript value, a number, a string, or even an array if you wanted it to be. Haven't finalized, but something like:
......(new Array("abc","def"),1,82,0.2,"ghi")
etc.
[>] Brian
ccccc has sent me a perplexing crash that I just tracked down. He's got a script that re-enters the same event multiple times; this causes all sorts of havok in the scripting engine. I'm going to have to setup a way to deal with this. ccccc, I'll have more for you later.
(For the curious, what's going on is an object gets a damage event, the damage event launches a melee, which damages nearby objects, which spawn their own melee, which sends another damage event to the object already damaged

First off, there's some places where I could put catches to make sure this round-robin doesn't happen. Secondly, though, this could happen in other places and I need to be ready for it.)
[>] Brian
ggadwa Wrote:ccccc has sent me a perplexing crash that I just tracked down. He's got a script that re-enters the same event multiple times; this causes all sorts of havok in the scripting engine. I'm going to have to setup a way to deal with this. ccccc, I'll have more for you later.
(For the curious, what's going on is an object gets a damage event, the damage event launches a melee, which damages nearby objects, which spawn their own melee, which sends another damage event to the object already damaged
First off, there's some places where I could put catches to make sure this round-robin doesn't happen. Secondly, though, this could happen in other places and I need to be ready for it.)
[>] Brian
So...basically a chain-reaction of explosions crashes the engine? That's a problem.

What I am asking is why are there two fields before the variable number field? or were you listing possibilities? If so wouldn't it be better to do the following? Keep it organized? Otherwise, looking at it how a scripting engine would parse it, it makes absolutely no sense. xD
x.event.setMessageData(("foo", "bar", etc), variable_number);
er... I think it's not the
variable number, but a variable
number. Any number.
So it would look like:
Code:
x.event.setMessageData("lol",134,12,0.2,"This is a string.");
x.event.sendMessageToPlayer();
//bla bla bla
var str = x.event.getMessageData(0); // "lol"
var str = x.event.getMessageData(1); // 134
var str = x.event.getMessageData(4); // "This is a string."
Maybe I'm wrong though.
Okay, cool. Looks good to me. Make sure that sending it again would overwrite?
Brian---thanks for explaining the problem, I can easily fix it now.
