Archived copy of war3source.com, the War3Source forum (2009–2020), rebuilt from the Internet Archive by wc3mods.net. This page was captured on 2016-08-04 (original capture). Forum · All archived topics · Wiki · Bug tracker · Blog

Author Topic: Sourcemod 1.7  (Read 680 times)

El Diablo

  • Hero Member
  • *****
  • Posts: 1114
    • View Profile
    • War3Evo
Sourcemod 1.7
« on: December 22, 2014, 11:42:10 PM »
https://forums.alliedmods.net/showthread.php?t=244092

I'm curious if this would make Sourcemod more efficient coding or is it just another way to write script coding?

Revan

  • Hero Member
  • *****
  • Posts: 503
    • View Profile
Re: Sourcemod 1.7
« Reply #1 on: December 23, 2014, 06:36:31 AM »
I thought you didn't liked it?
This is the same as this (your posts are deleted but yeah..)
#war3source on gamesurge

El Diablo

  • Hero Member
  • *****
  • Posts: 1114
    • View Profile
    • War3Evo
Re: Sourcemod 1.7
« Reply #2 on: December 23, 2014, 07:24:10 AM »
dont like the idea of recoding .. but like the idea of the garbage collector... if it really works.. it will consume handles better ...which will allow us to create larger plugins.

Revan

  • Hero Member
  • *****
  • Posts: 503
    • View Profile
Re: Sourcemod 1.7
« Reply #3 on: December 23, 2014, 04:03:25 PM »
You can use CloseHandle() too for closing handles and creating large plugins.
#war3source on gamesurge

Necavi

  • Sr. Member
  • ****
  • Posts: 499
    • View Profile
Re: Sourcemod 1.7
« Reply #4 on: December 25, 2014, 02:30:33 PM »
1.7 only has pretty pointless updates when it comes to creating an API like War3Source, I'm waiting on future updates that should add full object oriented programming as a possibility.