Originally Posted by Chris Burrows True......... but the statement "WHATEVER YOU DO!!! don't use alterable strings in an active object" is a bit extreme. There are times for arrays and times for alterable strings.
Say you have multiple instances of the same object, a door for example.
It has 4 separate states: "open", "opening", "closed" and "closing".
If you have multiple doors, having the object state stored inside its "self" using in Alterable String is definitely better than using an array.
To use an array, you would need to spread a unique object ID over all Door objects and then test the match the ID for the current door to a door in the array. Way too complicated for such a simple task.
Alterable Strings (aka ULTIMATE STRINGS) until the day I FUCKING die!
Hey man I do this. I'm in agreement with you 100%. I love being able to compare strings instead of using values or flags. It is very much needed in some cases =].
I use strings for a TON of things in celestia... not very many flags are used though, alterable values effect EVERYTHING and so on... i love the fact that actives have those. without them, id be terrible at game design lol.
ill check out your inventory example too! thanks a ton
[Game design makes my brain feel like its gonna explode.]