Replies: 7 comments
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It's unclear from this description whether they restart after new game/load game, or not. |
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Updated. |
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Thanks. If they never restart, then they also should never capture any in-game entities (e.g. player car), as it can become invalid after any wait 0 instruction. |
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How to even force that? I feel like we should not. After all handle is just an number. Making AS unable to access any game entities would be huge handicap for them. |
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Not saying to force it, just have a general recommendation for users (documentation, perhaps). |
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what could be good use cases for AS?
what else? |
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I think script draws should work, maybe needs to add some extra trigger call. AS can be also way to avoid whole nonsense that happens during game save/reload where scripts are reloaded, executed once then state is loaded. |
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Have an new kind of scripts that are:
It most likely should be implemented as new, separate script queue/list.
It is not decided yet how Ambient Script files would be differentiated from regular Cleo Scripts. It feels natural to use
*.asextension, but it probably make current ModLoader not recognize them.Challenging part will be updating all already existing auto-cleanup mechanisms, like allocated memory blocks, opened file handles, fire search handles, audio streams etc. to not erase entities created by Ambient Scripts when game session ends.
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