Author Topic: Does /* work in torquescript?  (Read 2225 times)

IE:
Code: [Select]
/*Hello my gentlemen
Today is a nice and dandy day
How are you?
*/

That would all be commented out.

It's documented in some GarageGames manuals, but it throws syntax errors for me. I've also never seen it in a working mod. So, I'll stick with no.

Noooooo

I was using it for something :( Heck, I was using it for a lot of things. Now I need to go in there and fix it. Perhaps if I get a mod I want to release I'll add it in there and see if it gives me any errors.

Use double slashes (//) to comment. Don't release a complex mod without documentation.

Try it.  Open up a script and switch out a //.

Use // in front of all the sentences, // comments out the line specificity.

:(

/* was so easy, comment out tons of lines. Oh well, Ill just copy and paste a lot of //

Use CRTL-F click the 'replace' tab and fill in the 'search for' text box with: /*, then fill in the 'replace with' box with: //. Then click the replace all button. It's that easy.

No, its hard.
Code: [Select]
*/datablock ParticleData(waterpropbulletTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/dot";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.0 0.0 0.8";
colors[1]     = "0.9 0.3 0.0 0.6";
colors[2]     = "0.9 0.3 0.0 0.0";
sizes[0]      = 0.06;
sizes[1]      = 0.06;
sizes[2]   = 0.01;
times[0]      = 0.0;
times[1]   = 0.9;
times[2]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(waterpropbulletTrailEmitter)
{
   ejectionPeriodMS = 8;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "waterpropbulletTrailParticle";
};*/

All of that is commented out. that's why I love /*, massive commenting. I'll need to go to every line and add a // at the fount.


I'm good, I just ditched my old script to use one that already has %90 of the coding done. just change the model, the emitters, a bit of cntrl H, remove a ton of stuff (It was mostly the stuff that made his minigun so great that I'm removing:D) add some stuff, and I'm done. Thanks Kaje.

Some IDEs actually have key combos to comment out the selected block of code, might be worth looking into using one.