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How do you disable fall damage?

stinkey

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Code:
Player Event Take Damage:
    If Variable Equals ( Game Value Damage Event Cause, "fall" ) {
        Game Action Cancel Event
    }
 
Solution

AxeALotLol

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你们需要停止做这些“软码”东西:

你们一般在说去掉重复的代码 - 这一般也是好的。但是,关于这个的想法有两个问题。

首先,不是每个情况都需要这样的代码结构,特别是对编程序不太熟的人做的小游戏。我们不应该避免加生活质量功能仅仅因为在使用“正确编码方式”的游戏里这些会用不着。第二点没有特别的包括在这个谈话中,可是我常常看到它被提出,如此我就继续说:很多人做的过了。

我看到过太多游戏做跟在地上生成物品来负载数据类似的东西。这不好。别为了一个更好的编码体验牺牲程序易读性和效率。编有精心设计,好保持,和高效率的程序之中有很仔细的平衡。有事,软码不是最好达到这个平衡的方式。所我求你,想想你设计的结构的效果,真的有没有好处。

太长;没读:通过“更好作法”或软码来追求精英主义没有用,很多时不是正确的方案
its in event values
 

CoderElias

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This is what it all means

你们需要停止做这些“软码”东西:

你们一般在说去掉重复的代码 - 这一般也是好的。但是,关于这个的想法有两个问题。

首先,不是每个情况都需要这样的代码结构,特别是对编程序不太熟的人做的小游戏。我们不应该避免加生活质量功能仅仅因为在使用“正确编码方式”的游戏里这些会用不着。第二点没有特别的包括在这个谈话中,可是我常常看到它被提出,如此我就继续说:很多人做的过了。

我看到过太多游戏做跟在地上生成物品来负载数据类似的东西。这不好。别为了一个更好的编码体验牺牲程序易读性和效率。编有精心设计,好保持,和高效率的程序之中有很仔细的平衡。有事,软码不是最好达到这个平衡的方式。所我求你,想想你设计的结构的效果,真的有没有好处。

Btw dont know how to make a spoiler so deal with it

You guys need to stop doing this "soft code" stuff:

You guys are generally talking about removing duplicate code - which is generally good too. However, there are two problems with this idea.

First of all, not every situation requires such a code structure, especially small games made by people who are not very familiar with programming. We shouldn't avoid adding quality of life features just because they won't be needed in a game that uses the "correct coding". The second point isn't specifically included in this talk, but I see it brought up so often that I go on to say: A lot of people have done it.

I've seen too many games do something like spawning items on the ground to load data. This is not good. Don't sacrifice program readability and efficiency for a better coding experience. There is a careful balance of well-designed, well-maintained, and efficient programs. Thing is, soft code isn't the best way to strike this balance. So I beg you, think about the effect of the structure you designed, is there really any benefit.

Too long; not read: Pursuit of elitism through "better practices" or soft code is useless and often not the right solution
 

ARMcPro

Forum adept
Overlord
Joined
Oct 20, 2020
Messages
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This is what it all means

你们需要停止做这些“软码”东西:

你们一般在说去掉重复的代码 - 这一般也是好的。但是,关于这个的想法有两个问题。

首先,不是每个情况都需要这样的代码结构,特别是对编程序不太熟的人做的小游戏。我们不应该避免加生活质量功能仅仅因为在使用“正确编码方式”的游戏里这些会用不着。第二点没有特别的包括在这个谈话中,可是我常常看到它被提出,如此我就继续说:很多人做的过了。

我看到过太多游戏做跟在地上生成物品来负载数据类似的东西。这不好。别为了一个更好的编码体验牺牲程序易读性和效率。编有精心设计,好保持,和高效率的程序之中有很仔细的平衡。有事,软码不是最好达到这个平衡的方式。所我求你,想想你设计的结构的效果,真的有没有好处。

Btw dont know how to make a spoiler so deal with it

You guys need to stop doing this "soft code" stuff:

You guys are generally talking about removing duplicate code - which is generally good too. However, there are two problems with this idea.

First of all, not every situation requires such a code structure, especially small games made by people who are not very familiar with programming. We shouldn't avoid adding quality of life features just because they won't be needed in a game that uses the "correct coding". The second point isn't specifically included in this talk, but I see it brought up so often that I go on to say: A lot of people have done it.

I've seen too many games do something like spawning items on the ground to load data. This is not good. Don't sacrifice program readability and efficiency for a better coding experience. There is a careful balance of well-designed, well-maintained, and efficient programs. Thing is, soft code isn't the best way to strike this balance. So I beg you, think about the effect of the structure you designed, is there really any benefit.

Too long; not read: Pursuit of elitism through "better practices" or soft code is useless and often not the right solution
the original one is in the first spoiler in this post: https://mcdiamondfire.com/threads/df-copypasta-archive.3016/
 
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