Author Topic: Better array handling please?  (Read 2271 times)

BadSpot, can you pretty please stick arrayobject.cc into 1.3? We scripters need more array love.  :cookie:

And the Cursor Script for NPC's from Age of Time so we can have RPG bots? So we don't need a whole script like Space Guy's for it? It'd be engine-controlled :D

JJ10DMAN, it's 1.03, not 1.3

Why does everyone who say a version number that has a 0 after a . say (Ex) "2.4" instead of "2.04" -_- Seriously, I don't get it. It's so hard to hit the 0 button? This is not directed, more in general....

You know, my script was just an edit of the Torquescript part of the original Select Object command in the TGE Demo, except I edited it to use Eye Node not mouse node. Since in AoT the mouse never really moved and was at the 'eye' the whole time it doesn't make a difference.

Maybe I'll make it look something more like this, when I learn how to make more GUI controls:
TGEConEd

But what do I do for clients who do not have my mod?

Back on the topic of arrays, I think that they look more like Data Structures (Lists/Grids) than arrays. They'd still be very useful, though.

You know, my script was just an edit of the Torquescript part of the original Select Object command in the TGE Demo, except I edited it to use Eye Node not mouse node...
Yes, I know that.
Since in AoT the mouse never really moved and was at the 'eye' the whole time it doesn't make a difference...
Well, think you know this from "never really," but the mouse did move. If your gave has ever glitched where it says it's up and it's not, it'll show your cursor move then get pulled back to the center. You can pull it as far as you want but it'd be pulled back.

Does this stuff have anything to do with arrays? Sorry I'm a bit lost.

Nope, I was talking about another engine script to add for NPC's from AoT to go with your suggestion :D

I agree with JJ10DMAN.

I wish there was

dim string1 as string

%string1 = string.format("Welcome to the server, today we will {0}, "Play");