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		| gosseyn   Member
 
 Posts: 63
 Threads: 7
 Joined: Sep 2010
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1
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			| creating lots of helpfull functions? 
 
				hello, 
 I want to create pre-made functions that i will use again and again inside my script file. For example, i want to create the function WaitOneSec(which will obviously permit me to place a timer of 1 second wherever i want), and then WaitTwoSec, WaitThreeSec etc.. 
 
The problem is that i am not sure how to put it, because AddTimer demands a function as parameter. Should i do it like that :
 void WaitOneSec(string& asFunction){
 AddTimer("", 1.0f, asFunction);
 }
and then in my main code, whenever i want to add a timer before a function, i would do the following(for example wait 1 sec then kill player) :
 WaitOneSec("KillPlayer");
This is assuming 1.0f is equal to one second.
 
What do you think ?
 
EDit : 
Also, is it possible to insert a function inside another function as parameter with this scripting language, like this :
 AddEntityCollideCallback("Player", "AreaChairFly", AddPropImpulse("MyChair", 0.0, 7, 0.0, "world"), false, 0);
Thanks!
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	| 09-18-2010, 07:57 AM |  |  
	
		| Luis   Frictional Games
 
 Posts: 280
 Threads: 19
 Joined: Jun 2006
 Reputation: 
9
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			| RE: creating lots of helpfull functions? 
 
				 (09-18-2010, 07:57 AM)gosseyn Wrote:  hello,
 I want to create pre-made functions that i will use again and again inside my script file. For example, i want to create the function WaitOneSec(which will obviously permit me to place a timer of 1 second wherever i want), and then WaitTwoSec, WaitThreeSec etc..
 
 The problem is that i am not sure how to put it, because AddTimer demands a function as parameter. Should i do it like that :
 
 
 void WaitOneSec(string& asFunction){
 AddTimer("", 1.0f, asFunction);
 }
and then in my main code, whenever i want to add a timer before a function, i would do the following(for example wait 1 sec then kill player) :
 
 WaitOneSec("KillPlayer");
This is assuming 1.0f is equal to one second.
 
 What do you think ?
 
This would indeed work.
  (09-18-2010, 07:57 AM)gosseyn Wrote:  EDit :Also, is it possible to insert a function inside another function as parameter with this scripting language, like this :
 
 AddEntityCollideCallback("Player", "AreaChairFly", AddPropImpulse("MyChair", 0.0, 7, 0.0, "world"), false, 0);
 Nope, this wouldn't work, cos the AddEntityCollideCallback expects a collide callback function name only (meaning a function with 3 parameters - String parent_name, String child_name, int state_of_collision). You can always create a function that works just like an alias for that call, like:
 AddEntityCollideCallback("Player", "AreaChairFly", "CollideWithAreaChairFly", false, 0);
 ...
 
 void CollideWithAreaChairFly(String &in asParent, String &in asChild, int alState)
 {
 AddPropImpulse("MyChair", 0.0, 7, 0.0, "world");
 }
 (09-18-2010, 07:57 AM)gosseyn Wrote:  Thanks! 
You're welcome    
 EOF |  |  
	| 09-18-2010, 09:51 AM |  |  
	
		| Deruu   Junior Member
 
 Posts: 6
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 Joined: Sep 2010
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			| RE: creating lots of helpfull functions? 
 
				 (09-18-2010, 09:51 AM)Luis Wrote:  Nope, this wouldn't work, cos the AddEntityCollideCallback expects a collide callback function name only (meaning a function with 3 parameters - String parent_name, String child_name, int state_of_collision). You can always create a function that works just like an alias for that call, like:
 
 AddEntityCollideCallback("Player", "AreaChairFly", "CollideWithAreaChairFly", false, 0);
 ...
 
 void CollideWithAreaChairFly(String &in asParent, String &in asChild, int alState)
 {
 AddPropImpulse("MyChair", 0.0, 7, 0.0, "world");
 }
 
I do believe he wants anonymous functions , which would be very convenient. I'm not too familiar with AngelScript, but from what I could gather it doesn't seem to support anonymous functions.
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	| 09-18-2010, 10:14 AM |  |  |