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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Lists...

Submitted by Gideon on Mon, 2007-11-26 19:11. SE:V MODs

I'm trying to figure out how to make a two-dimentional array (aka list, longlist in this case).

I'll keep slugging away, but if anyone has a solution for use in the AI scripts, I would appreciate it.

‹ New Crystalline components. Invalic Index Parsing error? ›
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Thy Reaper's picture
Mod Designer

Re: Lists...

Submitted by Thy Reaper on Mon, 2007-11-26 21:44.

I had tried to make that very thing when I tried some AI programming. The non-existence of multi-dimensional arrays is what made me stop. It's just too hard to do some things without them.

I suggest you ask MM if he could implement them. Maybe if enough of us ask, he'll add them in...

-----
A project a day keeps the deadline away.

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Captain Kwok's picture
Mod Designer

Re: Lists...

Submitted by Captain Kwok on Mon, 2007-11-26 23:09.

You'll just have to have use two lists for it.


Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Lists...

Submitted by pkoko on Mon, 2007-11-26 23:35.

can't you use structs??

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Mod Designer

Re: Lists...

Submitted by Gideon on Tue, 2007-11-27 00:40.

Actually, what I would REALLY like is to make a list that looks like the following:

  lst_Enemy_Empire_Relations(relation_player_1, relation_player_2, relation_player_3, etc...)

I can do it another way, but multi-dimentional arrays would be nice. With that, I could do the following:

  set treaty_status := lst_Enemy_Empire_Relations.get(first_player_id).get(second_player_id)

Such a list would be quick and easy to propigate and refference.

Getting around the lack of a 2D array is not so bad, but it becomes clunky code when you get past that point.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
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Draco18s's picture

Re: Lists...

Submitted by Draco18s on Tue, 2007-11-27 00:44.

You should see the scripts people did in Second Life to get around the lack of multi-dimentional arrays AND (simultaneously) the 16k script memory limit (that's 16kb of compiled script code AND variable allocation space).

It's rediculously complex and involves multiple scripts (need more space? Add in another copy of the storage script!)

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