Talk:Proposal: Scripted Controls: Difference between revisions

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The problem with this is that the user could end up with thousands of custom controls over time. - [[User:JonChappell|JonChappell]]
The problem with this is that the user could end up with thousands of custom controls over time. - [[User:JonChappell|JonChappell]]
** Remember that Scripted Controls only appear in the menu when requested by the script.  So you wont have tonnes of useless binds appearing in the "Scripted Controls" section.  You will have lots of .conf files left over i guess - but they arent going to be big file size wise (5kb tops) and can easilly be removed.  Presumably you arent going to have 1000s of different gamemodes either (all of which use scripted controls), so there shouldnt be that many config files anyway.

Revision as of 22:30, 21 December 2006

The problem with this is that the user could end up with thousands of custom controls over time. - JonChappell

    • Remember that Scripted Controls only appear in the menu when requested by the script. So you wont have tonnes of useless binds appearing in the "Scripted Controls" section. You will have lots of .conf files left over i guess - but they arent going to be big file size wise (5kb tops) and can easilly be removed. Presumably you arent going to have 1000s of different gamemodes either (all of which use scripted controls), so there shouldnt be that many config files anyway.