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Postby Simion32 » November 5th, 2013, 4:34 pm

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Re: Paths, Events, and Save Variables

Postby Qyzbud » November 5th, 2013, 6:10 pm

Path definitions are concise, yet seemingly exhaustive. :banana:

Is there any provision for "easing" — smooth acceleration/deceleration along a path?
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Re: Paths, Events, and Save Variables

Postby Simion32 » November 5th, 2013, 6:14 pm

That can be done with "Predefined Variable-Speed (VS)" mode.

It's practically impossible to have both fixed path length and variable speed at the same time, though, so you have to pick one or the other. ;)
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Re: Paths, Events, and Save Variables

Postby Simion32 » November 5th, 2013, 6:37 pm

Updated (VS) path mode info to clarify something.
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Re: Paths, Events, and Save Variables

Postby Simion32 » November 6th, 2013, 10:13 am

I've updated the specification to remove redundancy and improve its ease of use.

The "Path Events" no longer exist, and there are Object Events instead.

Thanks to Qyzbud's discussion I decided you can pass up to 6 auxiliary variables in an Object Event (passing large amounts of data is expected to be done with memory management and pointer passing etc).

The path Script Triggers have a relaxed definition - they can now raise any event at all, or set any level or game variable.

All events can have names now, as well, but the Object Event names are simply generated by CRC32-ing the name you provided (only done once the first time that such a line of code runs). The other events will use a similar method to obtain the ID numbers automatically (searched/obtained upon first request only) so that users will not have to mess with retrieving them manually in their C++ code.

Hopefully these revisions make things a bit more uniform.
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