Updated I O System Changes (markdown)

Blixibon 2019-09-16 11:47:01 -05:00
parent c6a305735a
commit 29db6e4166

@ -3,11 +3,11 @@ Mapbase actually makes some direct changes to the I/O system itself, particularl
---
### Improved Conversion
Inputs that take a specific type of parameter (e.g. SetValue on math_counter requires a number) often have to convert data to their desired type. It can get a little complicated if you're not a programmer, but this conversion process has been improved drastically.
Inputs that take a specific type of parameter *(e.g. `SetValue` on `math_counter` requires a number)* often have to convert data to their desired "type" internally. This is mostly only something with the game's programming, but this conversion process is vital to making sure an input correctly receives and acts upon its parameter.
For example, if you tried to pass an empty parameter to a math_counter in an attempt to clear it, it will throw a "Bad input/output link" warning at the console. In Mapbase, the math_counter will register the empty parameter as blank and reset to 0.
By default, the conversion system has a few problems that are sometimes hindering or annoying. For example, if you try to pass an empty parameter to a math_counter in an attempt to clear it, it will throw a "Bad input/output link" warning at the console. In Mapbase, however, the conversion process now better recognizes "blank" parameters, so the math_counter will properly register the empty parameter as blank and reset to 0.
There was also apparently an issue where a number outputted by a math_counter could not be used in something that could take any text. That has been fixed as well.
There was also apparently an issue where something like a number outputted by a math_counter could not be used in an input that could take any type of text. That has been fixed as well.
---
### Miscellaneous
@ -18,6 +18,4 @@ This section covers a few miscellaneous changes that are a bit more niche and ha
Inputs that take a specific entity handle can now use !activator, !caller, or !self.
#### FIELD_EHANDLE can find entities by classname
Inputs that take a specific entity handle can now take a classname string and find an entity by its classname.
#### e
Inputs that take a specific entity handle can now take a classname string and find an entity by its classname.