View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005103||The Dark Mod||Script/Def||public||03.01.2020 10:55||02.10.2020 11:37|
|Product Version||TDM 2.07|
|Summary||0005103: Allow script functions to be called with parameters|
|Description||Methods for calling script functions with parameters from ingame entities are few and usually require defining scriptobjects, which have a steeper learning curve than plain script functions.|
This makes it more difficult to reuse a scripted setup because many spawnargs, entity names and script functions need to be renumbered by hand. An example for the kind of script I'd like to reuse is:
void reusable_script(entity mover, entity speaker, entity button).
I'd like to propose adding new spawnargs to atdm:target_callscriptfunction and various trigger brushes. They get passed when the script is called:
In the above example, I could point param1 to the func_mover, param2 to the speaker and param3 to the button.
Ideally I'd like to be able to clone the whole setup and have the param spawnargs updated to the new entity names.
|Tags||No tags attached.|