unknownhero2827 Posted September 24, 2015 Share Posted September 24, 2015 Is length the biggest factor? I might need to make a lengthy one, which would contain a lot of lines of checking type functions, to see what has been activated already, and what can be activated that hasn't already been. Could be well over 1000 lines of script. If that would slow down or crash the game though, I'll have to rethink things... Link to comment Share on other sites More sharing options...
glowplug Posted September 24, 2015 Share Posted September 24, 2015 The length is not the factor for overhead - the logic is. Consider... begin gamemode myObject.setPos x 0 myObject.setPos y 0 end ...this has to be processed every time. Consider short iSet begin gameMode if iSet == 0 set iSet to 1 myObject.setPos x 0 myObject.setPos y 0 endif end ...this means the complex processing will only run once. When you suggest that your program could be over 1000 lines I have to question.Even back in the days of Modular Progamming we considered that excessive. If I could suggest using a more modular and/or structured view. Link to comment Share on other sites More sharing options...
Surilindur Posted September 24, 2015 Share Posted September 24, 2015 Or an array, if you just need to keep track of some references that have been activated. Makes things infinitely easier if it is possible to just check if that reference has been activated (added to the array). OBSE gives you ar_Append (adds to the end of array)ar_Find (finds in array, returns index)ar_Erase (delete single index)ar_Null (set array to this and it is destroyed) They are all in the OBSE Command Documentation. Definitely recommended. Link to comment Share on other sites More sharing options...
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