01.12.2007, 14:01:01
This way is better than EVerses, for sure.
However, although I don't mod any more, I find the lack of a centralised WeaponTypes and such to be counter-helpful, if only because it auto-loads stuff from places you wouldn't expect it to, and was the whole reason to have WEEDGUY in the first place. I think a centralised ArmorTypes is a good thing, if only for pedantic reasons. Autoload is a nice feature in actual programming (e.g. php5 __autoload()), yes, but in non-professional code, it only increases clutter and spaghetti. Not that there's anything programmable in INI, of course...
However, having [ArmorTypes] allows for easy future extensions. For example: With it, you can simply add a map action that changes a unit's armor to a different one, using an index in this list. Without it, you would need to change the action format to allow strings in unexpected places, which would be a lot more work, blow FA's brain to bits, and whatnot.
However, although I don't mod any more, I find the lack of a centralised WeaponTypes and such to be counter-helpful, if only because it auto-loads stuff from places you wouldn't expect it to, and was the whole reason to have WEEDGUY in the first place. I think a centralised ArmorTypes is a good thing, if only for pedantic reasons. Autoload is a nice feature in actual programming (e.g. php5 __autoload()), yes, but in non-professional code, it only increases clutter and spaghetti. Not that there's anything programmable in INI, of course...
However, having [ArmorTypes] allows for easy future extensions. For example: With it, you can simply add a map action that changes a unit's armor to a different one, using an index in this list. Without it, you would need to change the action format to allow strings in unexpected places, which would be a lot more work, blow FA's brain to bits, and whatnot.