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...Maybe enabled only with -safe 0, to avoid noobs to post scripts that delete important files.
Also, what do you mean by threadfunc being incompatible?
So what is the main reason for ThreadFuncs to crash and is there a way to avoid it?
if I knew I would tell you... It has something to do with declaring variables in the thread, then when another procedure is called that declares variables too while the other thread is still running results in the thread going bonkers and throwing up various errors like invalid type, too many vars, access violation etc etc.
@enesce:Is setplayerdeaths so hard to write?
Dont suggest: Adding/Changing new parameters to any functions/events
CreateSparkcreates some optical effects, if those aren't done completely clientside.
It has something to do with declaring variables in the thread.
I am pretty sure it will still cause problems. And DorkeyDear, you should know you can't have duplicate events.
Regarding CreateSpark, such a thing can be created however the sparks only last for like 0.5 seconds on the client screen, to create any even half-decent effects you would need to call CreateSpark like 20 times in one go.... This is really bad as there will be uncontrollable ms delay (ping) between each call (Because each call has to be sent to the client one by one) which means the effect will be f**ked up between players. Also, high ping players will get ping spikes every time you send so many packets. I don't think CreateSpark will be very useful at all in the scripting engine.
SpawnParticles( [ParticleImages], ParticlesNum, ParticlesTime, X, Y, MinVelocity, MaxVelocity, MinAngle, MaxAngle )
@EnEsCe:Using 'result' in OnPlayerSpeak event could be awesome.