Blockland Forums > Suggestions & Requests

[EVENT] setEventEnabled but better

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PhantOS:

The fact that we even need this in the first place is a sign that eventing should be revamped blueprint style. Instead of all event routines being forcefully called in order and disabled by eventenabled there should just be a main thread all inputs should just be their own routine block with all the logic instead of line by line so you can disable an entire routine without having to disable each individual line of logic

Right now we got
Ontouch > player > kill
Ontouch > client > centerprint stuff
Ontouch > self > fakekill

And you have to loving enable or deenable each line.
When you could do this

Ontouchtest : ontouch {
    Player.kill
    Client.centerprint
    Self.fakekill
}

And then you could just disable the routine 'ontouchtest' without having to deal with it's innards

Eventenabled is just stuffty spaghetti goto

SWAT One:

I agree with you there, but asking for a revamped event system is much more than optimization of an existing event.

PhantOS:


--- Quote from: SWAT One on May 19, 2019, 05:09:30 PM ---I agree with you there, but asking for a revamped event system is much more than optimization of an existing event.

--- End quote ---
the problem is that it's optimizing a stuffty system that is so limited that you need special events just to get around it's limitations

You're entering the realm of control structures in a purely queue based event system that it makes more sense to just redesign the whole system to have a better control structure, like unreal blueprints. Events are a language with no functions or routines much like assembly and the pitfall there is that you need gotos to hack up an actual control structure rather than using a higher level language like cpp

SWAT One:

Right.... AND I said that we agreed on that point, but I'm just asking for a simple thing that would help optimize things in a small way and I doubt would take very long to put together. Since we agreed, you're wasting your time here derailing a topic now. If you want to set up a rant topic, go for it. Just not here, please.

Edit: I routinely event systems with well over 300 lines of events all put together, so yes, for the last time, a different system would probably be easier, but unless you've heard of anyone making a node-based system for Blockland, I'd prefer to be able to use the systems I know but more optimized.

phflack:

i thought we had torquescript to do more complex things like grouping events together into functions


--- Quote from: SWAT One on May 19, 2019, 04:55:01 PM ---Suppose that events 0-15 are support events and events 16-40 are toggled choices. Shifting ALL might very well break the support events.

--- End quote ---
would definitely not recommend using ALL in almost every case possible
it's very rare it'd be useful, but kind of neat it exists


--- Quote from: SWAT One on May 19, 2019, 06:13:55 PM ---Edit: I routinely event systems with well over 300 lines of events all put together

--- End quote ---
curious if that's 300 per brick, or total
i normally try to stay under the default 100 per brick quota, but there are definitely times it's useful for it to be higher

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