ZScript Discussion

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Graf Zahl
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Re: ZScript Discussion

Post by Graf Zahl »

The compiler is well capable of resolving an anonymous function with just a single function in it to call the inner function directly.
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Major Cooke
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Re: ZScript Discussion

Post by Major Cooke »

What about multiple functions inside of the anonymous function?
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Graf Zahl
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Re: ZScript Discussion

Post by Graf Zahl »

In that case a VM script function needs to be created because a state can only hold one function pointer.
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Gutawer
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Re: ZScript Discussion

Post by Gutawer »

https://streamable.com/w9dcc
Should this be doable? Seems like it should be unintended, but I don't want to make a report on mantis since I'm not sure this is actually a bug. Done with this code, for testing:

Code: Select all

Class BreakEverythingMaybe : EventHandler {
	override void UiTick() {
		EventHandler.SendNetworkEvent("BreakEverything?");
	}
	
	override void NetworkProcess(ConsoleEvent e) {
		if (e.Name == "BreakEverything?") {
			ThinkerIterator spinnyIterator = ThinkerIterator.Create("Zombieman");
			Actor(spinnyIterator.Next()).angle += 1;
		}
	}
}
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ZZYZX
 
 
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Re: ZScript Discussion

Post by ZZYZX »

That's exactly what SendNetworkEvent is for.
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Xaser
 
 
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Re: ZScript Discussion

Post by Xaser »

Quick question: can we define const arrays in the namespace yet? The wiki claims so, but the example provided (and a few other permutations I tried) causes a syntax error when used outside of a function.
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Major Cooke
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Re: ZScript Discussion

Post by Major Cooke »

Meant anonymous functions, not namespace. Fixed.

Anyway, no, it's not possible right now outside of functions. That or my memory is fried.
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Graf Zahl
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Re: ZScript Discussion

Post by Graf Zahl »

I have added static const arrays inside classes. Unless something broke they should work. The initial problem here was the memory organization as implemented by Randi. I had to refactor a lot of the data into static memory before I could make these arrays work without becoming a drag, that's wgy it took longer.
D2JK
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Re: ZScript Discussion

Post by D2JK »

Would it be possible to extend the usable range of the AimTarget() function, or preferably, add a range option as a parameter? I'm using this function in my sniper rifle code, but its current maximum range is insufficient with distant targets.
Lavender Moon
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Re: ZScript Discussion

Post by Lavender Moon »

How do you convert a String to a StateLabel? I need an array of state labels, and ZScript doesn't support arrays of StateLabels.
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Gutawer
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Re: ZScript Discussion

Post by Gutawer »

This is better suited for the "How do I ZScript?" (viewtopic.php?f=3&t=55073) thread, but to answer the question - you can use the ResolveState function, for example:

Code: Select all

ResolveState(<state string>)
Lavender Moon
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Re: ZScript Discussion

Post by Lavender Moon »

Whoops, got this thread confused for that one. ResolveState doesn't work, BTW. It only accepts strings at compile time, not runtime.
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Major Cooke
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Re: ZScript Discussion

Post by Major Cooke »

Use a StateLabel instead of a String as the variable type.

Code: Select all

StateLabel next = "yourstatehere";
return ResolveState(next);
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Chl
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Re: ZScript Discussion

Post by Chl »

I've been out of the loop for over a year and now I'm trying to read up on what this is. But I'm no programmer so I can't really understand what I can do with this. So my question is, what can I do with ZS that wasn't possible before? And with that I mean stuff that affects gameplay/visuals/engine and that is not possible with ACS or decorate.
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Enjay
 
 
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Re: ZScript Discussion

Post by Enjay »

Sorry if this has been discussed already but there are 118 pages here.

I understand that on startup, ZScript is processed first, then DECORATE. What would happen if a ZScript actor made reference to a DECORATE actor in its definition (e.g. the ZScript actor spawned a DECORATE actor (say as a projectile), or had an inventory check for a DECORATE actor etc etc.)

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