Customizable script actions codes #1015
Replies: 3 comments
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Thanks a lot about the concern for Ares Script Action numbering collission but maybe in 2-5 years Ares wont have a major release so no collission here with the lowest number (71). Think too that as a Open Source project we can modify those numbers easily if we need it for the next release. I'm against that suggestion because then to learn from other mods that use those script actions would be too hard/time consuming because the author decided weird numbers. Imagine vanilla TS/YR script Actions with such customization... a nightmare if you wanted to learn and be part of this mature RA2 community. |
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@FS-21 |
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In theory nobody should care about Script Action numbers of the development release because the stable version only exist 2 Actions and those should be the only ones affected for now :-P But you can do massive renames with Notepad++. |
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Description
This might be an overkill at the moment, but could be useful in many ways.
If other extensions like Ares decide to add new script actions that overlap with the Phobos ones, it would be nice to be able to map them manually in some ini file without having to rebuild the whole project.
This could also be used to kinda obfuscate aimd.ini to prevent copy/paste from one mod to another, as well as customizing the codes in modding tools.
Should be relatively easy since it's not a game dependent feature, just define the codes for new actions in some ini file and fallback to the hard-coded values if not defined.
INI code
Additional context
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