Plugin for the data struct purpose only + question about IAGSScriptManagedObject

Started by Crimson Wizard, Sat 12/06/2010 17:01:53

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Crimson Wizard

Umm..... yeah... so

I am currently looking for a way to implement some stuff, and checking all hypothetical possibilities. And I need an advice from those with deeper knowledge of AGS plugins.

Currently AGS has limitations to how can you organize custom data. For instance, you cannot put custom structs in custom structs, neither create dynamic arrays of custom types.

How optimal it would be to make AGS plugin solely (or primarily) for storing data of a complex structure? Literally, if I make a plugin that defines complex types and registers new script functions to allow work with these from game script, won't that be too much for a workaround?
I also read that plugins won't work in other OSes, like Linux. Is this a serious reason to not use plugins? (I am not aware of how much people use AGS on Linux) Won't be there any way to port same plugin to other OSes?

Lastly, I have a question about IAGSScriptManagedObject and related AGS API operations. Frankly, I don't quite get, what is it for and what can you do with this. Is it possible to, like, expose custom classes to the AGS script user, or something?

Pumaman

Quote from: Crimson Wizard on Sat 12/06/2010 17:01:53
Lastly, I have a question about IAGSScriptManagedObject and related AGS API operations. Frankly, I don't quite get, what is it for and what can you do with this. Is it possible to, like, expose custom classes to the AGS script user, or something?

This is used to expose custom classes to the AGS script, for example a new class like DateTime or something, which you want your plugin to define and be able to dynamically create instances of.

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