The droid type parameter to buildDroid is no longer necessary in master. It remains as it used to be in 3.1, since I am no longer doing any more changes to the javascript code in the 3.1 branch. I recommend that more advanced javascript coding takes place against master snapshots instead. The reason for this is that some changes to the API will require larger changes under the hood (as in this case), and I do not want to make those in a stable branch. You can continue to pass a droid type parameter for compatibility with 3.1, or pass in 'null' (recommended for master, as this parameter may later be reused for something else).
I hope that we can settle on a good, stable javascript API in good time for 3.2. There is still much left to do, though.
js: buildDroid() change
Re: js: buildDroid() change
Yeah, I would suppose new JS in 3.1 more like experimental API, to put it in the wild and check what can or should be changed.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: js: buildDroid() change
Ok! Sounds like the first good reason to rely on version global (:
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: js: buildDroid() change
Tried that, however: viewtopic.php?f=35&t=8922
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: js: buildDroid() change
By the way, it means that i won't ever be able to produce engineer cyborgs via scripts in v3.1 (:
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam