Am i the only one who hates to run filterscripts in my server?
#1

I know dumb question to ask but this forum is for general chat right ?

I really do hate running filterscripts. There are many good filterscripts that my saliva turned like waterfalls when i looked at them. But withotu even looking into the code i just make same stuff in my mind in to codes that i can implement to my own gamemode rather than just taking something ready and trying hard to turn everything in it in to my gamemode wise. I actually like doing too. as i know i can't make the exact same thing i do something better with time. Am i the only one doing this? Am i going crazy?!
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#2

> Using Filterscripts in 2018
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#3

Its very easy man to add your filterscripts into your gamemode just do this:

You can do this easily.
Look If you don't want to use filterscripts ( I mean if you hate the filterscripts )
put your filterscript.pwn into gamemodes folder.
then go to your script.pwn and put the filterscript.pwn in a include like this:

Don't forget to put your filterscripts include into your gamemode.pwn
If you put the includes (( remove your samp includes from yourfilterscript.pwn also comment The functions onFilterScriptInit/Exit/


I guess the high server dosen't use filterscript

pawn Код:
#include "./YourFilterScriptName.pwn"
#include "./YourFilterScriptName.pwn"
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#4

Quote:
Originally Posted by DavidGravelli
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Its very easy man to add your filterscripts into your gamemode just do this:

You can do this easily.
Look If you don't want to use filterscripts ( I mean if you hate the filterscripts )
put your filterscript.pwn into gamemodes folder.
then go to your script.pwn and put the filterscript.pwn in a include like this:

Don't forget to put your filterscripts include into your gamemode.pwn
If you put the includes (( remove your includes from yourfilterscript.pwn also comment/remove onFilterScriptInit/Exit/


I guess the high server dosen't use filterscript

pawn Код:
#include "./YourFilterScriptName.pwn"
#include "./YourFilterScriptName.pwn"
WHAT?
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#5

Oh damn lol...

Quote:

also comment The functions onFilterScriptInit/Exit

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#6

Filterscripts are for plug'n'play features. Combining them with your gamemode code destroys their purpose.
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#7

I only used filterscripts for maps, or like to load something within the game, they're pretty good for that.
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#8

Yea FS are bad for permanent features. Better implement them to your gamemode.

There are still cases where it wouldn't matter much or have any bad effects, but if you're not planning to ever unload them there's no point really.
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#9

Only good reason for using filterscripts are maps. Map lines are kinda hard to find if added to gamemode but a filterscript is easy to handle. It's like a toggle-able means of map additions.
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#10

Quote:
Originally Posted by Uproar
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Only good reason for using filterscripts are maps. Map lines are kinda hard to find if added to gamemode but a filterscript is easy to handle. It's like a toggle-able means of map additions.
Not if you build a proper system to manage Objects in your gamemode.
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#11

Filterscripts are better than gamemode
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#12

I still use but i still prefer use this for command, admin system, map, etc.

This will help me to edit script for future release.

Code:
#include "../gamemodes/command.pwn"
Code:
#include "../gamemodes/maps.pwn"
Code:
#include "../gamemodes/adminscript.pwn"
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#13

Quote:
Originally Posted by AgusZ
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I still use but i still prefer use this for command, admin system, map, etc.

This will help me to edit script for future release.

Code:
#include "../gamemodes/command.pwn"
Code:
#include "../gamemodes/maps.pwn"
Code:
#include "../gamemodes/adminscript.pwn"
If you aren't doing this properly, you'll end up with issues. It's a very common fault that people think that seperating the files up into sections is all they need to do, when it's not that simple.

It will work, but as you go on, things will start malfunctioning, and you'll have errors from doing this.

-Edit-

This also is said, not addressing the first post, which wouldn't do anything but make complete issues, but in particular, you, with your approach, will have to look into hooks before too long, if you haven't already.

Along with this, is variable types the like of the last few threads addressing issues caused by this. Y_Less has commented a couple of times in those threads, regarding what I'm trying to point out, so you'll want to be looking at those threads.


I keep an eye out for those kind of comments, because I myself, really like the modular concept.

If you also haven't seen it before, you'll want to be looking at Grand Theft Online 0.5.7. The last version of the original author is what I'd go off, as it's all in English, and it's as it was made by the original author. Over time the script got editted by a few, which means it loses the original concept, and conveyance by the author.

Beware, it doesn't compile and is severely broken, but it is a good example of what I think is a good base.


All these other scripts, have all simply hacked up their gamemodes to suit the 'idea', yet the GTO script, was built like this from the start, and it shows.
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#14

No because I don't know how that even works.
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#15

I used FS's for mapping purposes. You aren't the only one! IMO, it just makes things more messy and unorganized.
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#16

Filterscripts are just useless but rarely some people still make use out of them.
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#17

You're not. I don't necessarily 'hate' using them, but it makes absolutely no sense to use them if you're working on a serious project. Only people who have no clue how to code theirselves, or who have just begun to learn coding use them, last time I used a filterscript was probably in 2010/2011. After that the only time I ended up 'using' a Filterscript was to implement blinkers for vehicles, and I still recoded parts of it and integrated it into my gamemode.

Exceptions are obviously editors, although I don't really consider those filterscripts, because they're always ran as a standalone server, and not on an actual live server.
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