[No] Named TIDs (or similar)

Moderator: Developers

Re: Named TIDs (or similar)

Postby XutaWoo » Wed Aug 01, 2012 9:42 pm

...That's because that's exactly what it's used for. :P
User avatar
XutaWoo
one day when going to see the rabbit, there was a previous visitor ...
 
Joined: 30 Dec 2006
Location: beautiful hills of those who are friends

Re: Named TIDs (or similar)

Postby Enjay » Wed Aug 01, 2012 10:06 pm

True, true. :lol:

Some scripts are more complicated than others. Many merely wait/loop until everything with the tid is dead whereas others do complicated stuff in the middle but, yes - fair point, the Thing_Counts are all just checking to see if the specified things are alive - which is exactly what is is for.
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Re: Named TIDs (or similar)

Postby randi » Wed Aug 01, 2012 10:33 pm

Enjay wrote:I wonder if there is any merit in adding an optional extra parameter for "only check living" (default to 0 to check living and dead) so that a check for living things only could benefit from the more efficient search too?

The only reason it's more efficient is because it can stop after finding one actor with that TID. If you have to test for live-ness too, then you potentially end up having to check them all, especially as the number of living ones decreases. By the time they're all dead, it would be the same as using ThingCount.
User avatar
randi
Site Admin
 
Joined: 09 Jul 2003

Re: Named TIDs (or similar)

Postby Enjay » Thu Aug 02, 2012 6:11 am

Fair enough. Makes sense. Thanks for the explanation.
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Re: Named TIDs (or similar)

Postby cypherphage » Fri Aug 03, 2012 2:00 am

I hate the fact that TIDs are used both as unique identifiers and as groups but can'don't allow for both on the same actor. For instance if I make a monster that gets a unique TID it can be affected individually with things like thinghate, but I have to assign it to a shared TID to use it with things like thing count. It makes me wish the monsters could have several TIDs at once (even if it is possible with a shitload of arrays to get around the problem, its a pain).
User avatar
cypherphage
 
Joined: 27 Feb 2011

Previous

Return to Closed Feature Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest