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Old 05-19-2015, 09:41 PM
devilsknite1 devilsknite1 is offline
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Referencing Weapons Clientside

So I know from experience that referencing weapons clientside can be done in multiple ways, the easiest two probably being the following.

Method 1:
Weapon NPC Foo
Graal Script Code:
//#CLIENTSIDE
function onCreated() {
  ( @ 
"Bar" ).foobar();

Weapon NPC Bar
Graal Script Code:
//#CLIENTSIDE
public function foobar() {
  
// code

Method 2:
Weapon NPC Foo
Graal Script Code:
//#CLIENTSIDE
function onCreated() {
  
findWeapon"Bar" ).foobar();

Weapon NPC Bar
Graal Script Code:
//#CLIENTSIDE
public function foobar() {
  
// code

Which way is the "correct" way of referencing another object clientside? What are the differences between the two, if any? In the past I have always used method 1, but now I find myself most certainly wanting to use method 2 as it is an actual command loading an object (findweapon/findweaponnpc) rather than simply listing another weapon name. Might there be more functionality advantages to method 2 versus method 1 or vice versa that I might be missing?

Last edited by devilsknite1; 05-20-2015 at 12:20 AM..
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Old 05-19-2015, 11:29 PM
cbk1994 cbk1994 is offline
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You can omit the parentheses if the name doesn't contain any special characters:

Graal Script Code:
Bar.foobar(); 
The @ is also always unnecessary, it's a bad habit that I'm afraid I helped popularize:

Graal Script Code:
("-Something/With/Weird/Characters!").foobar(); // works fine 
Personally, I don't see any reason to use the findWeapon syntax. Usually for weapons that I want other scripts to call, I wouldn't worry too much about the name (e.g. -HealthSystem), and instead do something like:

Graal Script Code:
//#CLIENTSIDE
function onCreated() {
  
Health this;

...with the idea of it being better to be explicit rather than implicit (other scripts can now do Health.foobar()).

The (minimal) added benefit is that you can avoid using parentheses (no dashes), you're reminded that other scripts might be calling it, and you avoid trouble with renames.

There might be some benefit to the findWeapon syntax in that you can avoid conflicts between other objects, but I've never really seen that happen in all the time I was coding.
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Old 05-19-2015, 11:35 PM
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Chris beat me to it. I spent to much time looking for the tips and trick's thread dusty started. I think who was it crow? that mentioned that?
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Old 05-20-2015, 08:28 AM
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Quote:
Originally Posted by scriptless View Post
Chris beat me to it. I spent to much time looking for the tips and trick's thread dusty started. I think who was it crow? that mentioned that?
Mentioned what? The whole something = this thingy? I may have suggested that somewhere, sure. Definitely not initially my idea.
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Old 05-20-2015, 07:21 PM
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Quote:
Originally Posted by Crow View Post
Mentioned what? The whole something = this thingy? I may have suggested that somewhere, sure. Definitely not initially my idea.
Yeah this.. Didn't mean to say was your idea just meant you mentioned it in a pretty popular thread

Quote:
Originally Posted by Crow View Post
Another handy thing is assigning WNPCs to vars. Let's say you got the following in -System/Inventory:
Graal Script Code:
//#CLIENTSIDE
function onCreated() {
  
inventory this;
  
// more stuff..
}

public function 
Toggle() {
  
// toggle

Then you could do something like this in -System/InputHandler:
Graal Script Code:
//#CLIENTSIDE
function HandleKey(key) {  // careful, I made this one up, assuming it was implemented in the WNPC earlier
  
if (key == "q")
    
inventory.Toggle();
  
// probably more stuff..

http://forums.graalonline.com/forums...ht=tips+tricks
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Old 05-20-2015, 07:32 PM
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