Reply to Re: Map Development Hardest Part of Dmod
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I don't think the average starting D-Mod author has the knowledge to create scripts to automatically create and position the nuts for a tree
Good point.
[/i]And for placing sprites (like your carrot example), wouldn't it be easier to simply check the depth dot the carrots should have and (S)tamp away? - a dozen carrots quickly[/i]
Let's say you're writing a program in C, and you want a certain block of code to run five times in a row. The quickest way to do this is to copy the code and paste it four times; that's only 10 keystrokes or something. Would you actually do that? Probably not. You might put a version of the code block into a function, and then run that function from a for loop. That way if you had to change the code block, or the number of times it was run, or where it was used, you could do it easily.
Actually, I don't really know how you program... but the analogy is probably clear.
My rule is "thou shalt only spam background sprites!" I don't always follow this though .
Good point.
[/i]And for placing sprites (like your carrot example), wouldn't it be easier to simply check the depth dot the carrots should have and (S)tamp away? - a dozen carrots quickly[/i]
Let's say you're writing a program in C, and you want a certain block of code to run five times in a row. The quickest way to do this is to copy the code and paste it four times; that's only 10 keystrokes or something. Would you actually do that? Probably not. You might put a version of the code block into a function, and then run that function from a for loop. That way if you had to change the code block, or the number of times it was run, or where it was used, you could do it easily.
Actually, I don't really know how you program... but the analogy is probably clear.
My rule is "thou shalt only spam background sprites!" I don't always follow this though .