As I am working on mission scripts (for multiplayer) I'd like to get a concensus on what's happening with startscripts. It looks like several mods (XTA and CA at least) have independent experimental implementations of mission and AI scripts using startscripts and the lobby people are talking about using them as well. At the same time I'm also hearing that startscripts will be removed. It seems inconsistent that something still apparently in active development is being deprecated.
Now the thing is quantum tells me startscripts don't handle multiplayer so it looks like gadgets are my only option. That's fine, I like the gadget system and it provides a consistent interface with my other scripts.
So unless some mod strictly depends on them I'd like to recommend we remove startscripts after the 0.77 rollover before any mods or AI get too reliant on them. Anyone looking for mission scripts and tools can then take them from my mod.
Can we obsolete startscripts yet?
Moderator: Moderators
Re: Can we obsolete startscripts yet?
Startscripts have one advantage - they don't need to be in the mod to work. I agree that the current implementation is too removed from what mods and widgets are.
I think startscripts require a redesign, but shouldn't go away completely.
I think startscripts require a redesign, but shouldn't go away completely.