Blockland Forums > Suggestions & Requests
Eventing should be more like Programming
gr8dayseth:
--- Quote from: TristanLuigi on March 20, 2014, 12:46:22 AM ---You guys are acting like this is MORE complicated. It's less. It's basically connect-the-dots but with actions instead of dots. This will allow for much less linear eventing and a whole new world of functionality. Much like Wiremod or LBP2 logic, it's easy to learn (easier than what we have) but has all sorts of cooler features.
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It's more complicated for people like me who are used to eventing.
Mr.Noßody:
--- Quote from: TristanLuigi on March 20, 2014, 01:03:47 AM ---Also you need to play more games then
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This won't happen.
Extremely picky am I.
honytawk:
I doubt Badspot is going to implement this in any way.
The current event system still works great and it has already many addons.
Redoing the event system means redoing all those addons.
It also means redoing all and every save with events.
So nope, that is not going to happen.
Sure, the event system needs an update.
A previous thread had some neat ideas expanding on the current system.
Events are used to quickly add some small programming code into a save.
If you want to go more complex, make a script.
--- Quote from: Racerboy on March 19, 2014, 09:49:23 PM ---plus I suck at scripting and programming unless it's something visual or tangible, but maybe that's just me.
"no syntax necessary" is what I like to say. Just logic.
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Well that is your problem, not the problem of the community or Badspot.
Make an addon that does all this and use it yourself.
paulguy:
It's a neat idea and I imagine if done right, the existing events system can basically be ported over with existing events converted since each line can basically be boiled down to input(args) --bool-> delay --bool-> output(args), and having the existing simple events GUI and existing events addons wouldn't be unachievable in addition to the more advanced system.
The more technical limitation is that events are basically just some callbacks and whatnot shoehorned in to Torque's schedule system. Not much extra magic going on aside from what's already there. This would need to be a much more from the ground up sort of addition to the engine. It'd be a lot of work and may possibly even not perform well. If it continued to use the schedules system, each block may take an entire server tick to evaluate and large functions would perform poorly (unless you parallelized them).
TristanLuigi:
Alright, since you guys can't seem to grasp a modular event system, here's a diagram explaining it.