Author Topic: Quick Execute  (Read 4715 times)

This really should not exist. Anybody who understands the problems of executing a script file at runtime is able to type setModPaths(getModPaths()); exec("Add-ons/what_ever/server.cs"); . People are thinking that this is some magical reloader like that one McTwist made several years back, but it simply isn't.

At the very least, put in the OP that normal users should not use this. Technically this is a modders tool, and it should go in Mod Discussion.

This really should not exist.
This

For anybody who doesn't understand
the problems of executing a script file at runtime
here are a few examples:
If you exec anything containing datablocks, such as a weapon, and then equip that weapon, unless you transmitDatablocks(); , which this add-on does not, everyone will DC
If the add-on contains custom models that the player does not already have, they will be DCed

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This will execute client scripts on a dedicated server, which may lead to unexpected behavior.  If any GUIs exist the server will crash.  Recreating datablocks or adding new datablocks can cause prediction errors or crashes.  It should be made clear that this is a development tool, not a production add-on.  Perhaps have it only work in single player mode. 

Perhaps have it only work in single player mode. 

Which is the only place you would need it to work.

Would using it to change the weather rate (in this case snow) with a custom skybox cause people to crash? Or just plain changing some variables in any weapon/vehicle/etc?

This looks and sounds very interesting. I can really use this feature for fixing/testing vehicles.

Is there any way to have it also refresh model changes?

setModPaths(getModPaths());

You really should change that. It's a thousand times more efficient to directly reload the zip file than it is to have the game load EVERY item in all of Blockland's mod paths.

yeah it does have a p noticeable hiccup if you do that with a lot of directories