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Search: Posts Made By: [HLF]Southclaw
Forum: Discussion 21/10/2014, 02:34 PM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

You shouldn't need CallLocalFunction at all, just use regular calls. The ordering doesn't matter at all too; by that I mean a function call can be before or after the actual function and it will...
Forum: Discussion 30/07/2014, 05:27 PM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

Here's my input regarding modular code.

Building on what Y_Less said about interfacing, you might want to build your database stuff separate from your dialogs and stuff which are separate from the...
Forum: Discussion 11/03/2014, 09:48 AM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

I read some really neat articles on "Leaky Abstraction" check them out:

http://www.joelonsoftware.com/articles/LeakyAbstractions.html
...
Forum: Discussion 05/03/2014, 07:21 AM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Respuesta: Gamemode Script Layout

I use filterscripts for development only, all modules are compiled into a single gamemode script for "production".



Check out this:...
Forum: Discussion 04/03/2014, 07:54 PM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

That's why I said I haven't updated to y_hooks 4.0; as far as I know, y_hooks is faster than ALS, hence why using ALS it doesn't help the situation much.
Forum: Discussion 04/03/2014, 04:43 PM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

I guess ALS hooking doesn't help since they are custom callbacks (not updated to YSI 4.0 yet). It's in use in 3 modules at the moment and puts some distance checks and angle checks into one place...
Forum: Discussion 04/03/2014, 10:39 AM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

I've been eliminating unnecessary loops recently partly due to this problem. One method is to link up entities by just using more memory. And the other is to do the loop once then call a callback...
Forum: Discussion 04/03/2014, 08:49 AM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

I second that! I recently wrote a new module for my gamemode entirely in filterscript form. Fast compilation and testing since I can just reload it instead of rebooting the entire server.

Another...
Forum: Discussion 24/01/2014, 10:54 PM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

I split things in a hierarchy like this:

Core - Scripts that do stuff to data, frameworks etc.
Data - Arrays or definitions of data that scripts do stuff to (vehicle fuel/names, weapon names,...
Forum: Discussion 13/08/2012, 01:48 PM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

It's exactly the same as how you use #include <scriptname> that basically just takes all the code from that file, and inserts it at the point you write the include line.

using <scriptname> will...
Forum: Discussion 10/08/2012, 09:28 PM
Replies: 148
Views: 26,188
Posted By [HLF]Southclaw
Re: Gamemode Script Layout

My gamemode increased massively recently, I added minigames and things.
I'd been playing about with Java and liked the whole 'class' thing (Later discovered to be OOP)

I've had separate files for...
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