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When you are making add-ons, how do you divide it?

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elm:

For Land of blocks i use different .cs files for dufferent things.

Headcrab Zombie:

For larger projects I break things into several files.
For example, in an RPG I might have one file for core functionality (such as tick function), another file for the profile saving/loading, another for class system, etc.
For a typical gun or vehicle or something, you shouldn't need more than one file for the datablock definitions, and if it has a large amount of script to go with it, maybe another support_ file (thought I usually just throw my script after the datablocks)


On a related note, one thing that annoys me: server.cs files that contain nothing but one exec call to exec another file that has all the add-ons code in it.

RaR:


--- Quote from: RagnaTheBroedge on July 23, 2013, 06:26:58 AM ---everything in one line

--- End quote ---
a new file for every line

otto-san:

Depends on the size of the project.

For small projects, just the basic server/client scripts will do.

For medium-sized projects, I'll have multiple .cs files dedicated to certain aspects of the mod, and maybe a subfolder for any data files (e.g. .dts shapes, .blb files, sounds, etc.).

With large projects I go for an organised subfolder approach.
For example:
GameMode_buttsworld
|-server.cs
|-resources
|-|-bigbutts.dts
|-|-fantastic.wav
|-scripts
|-|-dependency
|-|-|-player.cs
|-|-|-client.cs

and so on

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