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  • Jquery UI Autocomplete widget conflict qith jqeury.menu widget - how can I solve it?

    - by JK
    My app already has a completed menu using jquery.menu.js found at http://wiki.jqueryui.com/Menu. I'm now also trying to add the jquery autocomplete widget from jquery ui 1.8.1 - but both of these have a .menu() function that conflicts with each other. If I put jquery-ui-1.8.1.custom.js first in the head, then autocomplete works but the menu does not. If I put jquery-menu.js first in the head, then the menu works but autocomplete doesnt. Is there a way to solve this without editing either plugin? (If I edit, I will probably lose those changes the next time either plugin is upgraded)

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  • Autocomplete in rails format data and display in a beatiful way

    - by alexeyb
    I use rails 3.2.2 and autocomplete, I m selecting customer by name and formating it in a following way format.json { render :json = @customers.map{ |c| "#{c.name}:#{c.phone1}:#{c.email}" } } so, i need to parse json properly an display in a way i want for example I want write name in but make phone smaller and bold ,display it in different color. How i can achive that? <ul class="ui-autocomplete ui-menu ui-widget ui-widget-content ui-corner-all" role="listbox" aria-activedescendant="ui-active-menuitem" style="z-index: 1; top: 416px; left: 0px; display: none; width: 419px;"> <li class="ui-menu-item" role="menuitem"> <a class="ui-corner-all" tabindex="-1">Adele Brekke:1-244-712-4421 x313:[email protected]</a> </li> <li class="ui-menu-item" role="menuitem"> <a class="ui-corner-all" tabindex="-1">Madeline O'Conner Sr.:486-349-1046 x6765:[email protected]</a> </li> </ul> Thanks

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  • jquery buttons icons for dialog

    - by khinester
    I have this code: $(function() { var mainButtons = [ {text: "Invite" , 'class': 'invite-button' , click: function() { // get list of members alert('Invite was clicked...'); } } // end Invite button , {text: "Options" , 'class': 'options-button' , click: function() { alert('Options...'); } } // end Options button ] // end mainButtons , commentButtons = [ {text: "Clear" , 'class': 'clear-button' , click: function() { $('#comment').val('').focus().select(); } } // end Clear button , {text: "Post comment" , 'class': 'post-comment-button' , click: function() { alert('send comment...'); } } // end Post comment ] // end commentButtons $( "#form" ).dialog({ autoOpen: false , height: 465 , width: 700 , modal: true , position: ['center', 35] , buttons: mainButtons }); $( "#user-form" ) .button() .click(function() { $(this).effect("transfer",{ to: $("#form") }, 1500); $( "#form" ).dialog( "open" ); $( ".invite-button" ).button({ icons: {primary:'ui-icon-person',secondary:'ui-icon-triangle-1-s'} }); $( ".options-button" ).button({ icons: {primary:'ui-icon-gear'} }); }); // Add comment... $("#comment, .comment").click(function(){ $('#comment').focus().select(); $("#form").dialog({buttons: commentButtons}); $( ".post-comment-button" ).button({ icons: {primary:'ui-icon-comment'} }); $( ".clear-button" ).button({ icons: {primary:'ui-icon-refresh'} }); }); //Add comment // Bind back the Invite, Options buttons $(".files, .email, .event, .map").click(function(){ $("#form").dialog({buttons: mainButtons}); $( ".invite-button" ).button({ icons: {primary:'ui-icon-person',secondary:'ui-icon-triangle-1-s'} }); $( ".options-button" ).button({ icons: {primary:'ui-icon-gear'} }); }); // Tabs $( "#tabs" ).tabs(); $( ".tabs-bottom .ui-tabs-nav, .ui-tabs-nav > *" ) .removeClass( "ui-widget-header" ) .addClass( "ui-corner-bottom" ); }); ? What is the right way to add the button icons? As in my code I had to add it two times, once: $( "#user-form" ) .button() .click(function() { $(this).effect("transfer",{ to: $("#form") }, 1500); $( "#form" ).dialog( "open" ); ... and $(".files, .email, .event, .map").click(function(){ ... Could this code be improved further? I don't seem to be able to get the "transfer" effect to work correctly in a modal. I added: , close: function() { $(this).effect("transfer",{ to: $("#user-form") }, 1500); } to the $( "#form" ).dialog({ How would you go about in getting the "transfer" to work nicely when you open and close the dialog box?

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  • How to prevent UI from freezing during lengthy process?

    - by OverTheRainbow
    Hello, I need to write a VB.Net 2008 applet to go through all the fixed-drives looking for some files. If I put the code in ButtonClick(), the UI freezes until the code is done: Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click 'TODO Find way to avoid freezing UI while scanning fixed drives Dim drive As DriveInfo Dim filelist As Collections.ObjectModel.ReadOnlyCollection(Of String) Dim filepath As String For Each drive In DriveInfo.GetDrives() If drive.DriveType = DriveType.Fixed Then filelist = My.Computer.FileSystem.GetFiles(drive.ToString, FileIO.SearchOption.SearchAllSubDirectories, "MyFiles.*") For Each filepath In filelist 'Do stuff Next filepath End If Next drive End Sub Google returned information on a BackGroundWorker control: Is this the right/way to solve this issue? If not, what solution would you recommend, possibly with a really simple example? FWIW, I read that Application.DoEvents() is a left-over from VBClassic and should be avoided. Thank you.

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  • Datepicker BeforeShowDay CSS problem with content styling

    - by Darklomba
    I think I'm not the only one having this problem. Whenever I try to apply a BeforeShowDay a new CSS class, the content of the "special date" is not being modified. I tried changing the default theme, adding a new class, but this is affecting only the outside border and not the inside content. Using Firebug I found that the html code being printed is the following: <td class=" ui-state-content ui-state-anulados" onclick="DP_jQuery.datepicker._selectDay('#datepicker',9,2009, this);return false;" title="Paddle"> <a class="ui-state-default" href="#">16</a> </td> So, my class would be ui-state-content ui-state-anulados but I notice that the ui-state-default class is being applied automatically and I suspect that this may be the problem. I really don't know how to solve this. I've been looking inside ui.datepicker.js code and I think I found the line that is giving me this problems. It is line number 1394 and it has the following code. (ui.datepicker.js) (unselectable ? '<span class="ui-state-default">' + printDate.getDate() + '</span>' : '<a class="ui-state-default' + Any clues on how this can be done? Thanks in advance. Manuel.-

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  • jQuery UI Draggable 'stop' event called too many times?

    - by Graham
    I have a feeling I'm either misunderstanding the 'stop' event or not doing it right, but it seems to be called several times while the element is bound to is being dragged. makeAllDragable = function () { $(".test-table").draggable({ start: function (event, ui) { $(this).click(); }, stop: function (event, ui) { foo() } }).click(function () { selectTable($(this)); }); } foo = function () { alert("test"); } In this example foo is called about 30 times, shouldn't is just be when I release the draggable? The jQuery docs don't actually say one where or another though.

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  • How to add jQuery UI Button icons to input buttons?

    - by jrummell
    Is it possible to use jQuery UI Button icons with <input type="submit"> elements? The documentation example uses <button> elements, but it does not explicitly say whether or not icons work with input buttons. I'd like to add icons to ASP.NET Button controls which render as <input type="submit">. This is what I've tried: $("input.add").button({ icons: { primary: "ui-icon-circle-plus" } }); The button is styled correctly except for the missing icon. Am I missing something?

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  • Easily digestible UI tips for developers

    - by David
    What are some key UI design tips that every developer should know? While there are a number of UI resources for developers (for example, Joel Spolsky's User Interface Design for Programmers), I'm interested in more of a bullet list that can be communicated in 1 to 2 pages. I'm interested in more tactical, day-to-day UI tips, as opposed to overarching UI design goals that would be covered in a UI design meeting (presumably attended by at least one person with a good UI sense). A collection of these tips might cover about 80% of the cases that an everyday programmer would come across.

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  • Why is there still so much offer for Perl programmers?

    - by user491444
    A quick search on monster.com on different scripting languages resulted on Perl having much more job opportunities than Python and Ruby (in Europe, I didn't check for the rest of the world), and since I'm just a newbie programmer I was wondering why is this? I've read everywhere that Python and Ruby are much better languages, and much more organized. Having coded in python and php myself, Perl's code seems so alien to me. Anyways, sorry for my poor English, it's my second language, and this is not a critique on the Perl language, I was just wondering whether it's a good idea to learn it at this point or not.

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  • C library build system dependencies

    - by Ninefingers
    Hello all, This debate has cropped up on a mailing list for a project I'm involved in. Unfortunately we're quite a small bunch at the moment, so I want to ask a wider audience. We're writing a C library (for arbitrary precision arithmetic) and are investigating build systems. Currently we have a bash script in desperate need of work. I believe we can't use autotools etc due to licensing (bsd vs gpl). So I suggested we use a modern scripting language like python or perl. The question is: is having something like perl or python around at build time an unrealistic dependency on Unix-like platforms these days?

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  • Learning the command line [duplicate]

    - by Billy
    This question already has an answer here: What is the best way to learn how to use Ubuntu with terminal? 3 answers This isn't really a technical question but I am curious as to how long it takes to learn the linux command line. I would like to learn how to be able to do as much as possible easily from the command line. I just bought a book, linux command line and shell scripting bible. I know that this book will be of great help, but i just have no clue how long it will be before i can successfully naviagte the terminal with ease. If you could post and let me know about your experience with the terminal, and the learning process, that would be greatly appreciated. Thank you in advance.

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  • Torque2D, Class vs Datablock

    - by Max Kielland
    I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock. To me it seems like Datablock is similar to a struct in C/C++ or a Record in Pascal. If I create Datablocks with new, are they instantiated in the same way as a "Class"? I have a large TileMap and need to attach some information to each Tile. I was thinking to use a Datablock, as a struct, to attach this information to the tile's CustomData property. The two questions are: What is a Datablock and should I use a Datablock or a "Class" for this tile information?

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  • Having trouble compiling UnrealScript with defaultproperties

    - by Enchanter
    Have just started scripting in Unreal Script and am following the instructions of the opening chapter of a book on the subject. I have set the development tools up as described in the book such that it is now possible to compile the scripts for UDK before adding them to a level. My issue is: the very first script the book asks you to compile is the following: class AwesomeActor extends Actor placeable; defaultproperties { Begin Object Class=SpriteComponent Name = Sprite Sprite = Texture2D'EditorResources.S_NavP' End Object Components.Add(Sprite) } And when I hit F9 in the compiler I get the following error message: Error, BEGIN OBJECT: Must specify valid name for suboject/copmponent: Begin Object class=SpriteComponent name = Sprite My question: As far as I'm aware I've copied the code from the book veribatim including capital and smaller case letters but I'm getting this error and I was wondering if anyone knew why and if so how I would fix it?

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  • What does /dev/null mean in the shell?

    - by rishiag
    I've started learning bash scripting by using this guide: http://www.tldp.org/LDP/abs/abs-guide.pdf However I got stuck at the first script: cd /var/log cat /dev/null > messages cat /dev/null > wtmp echo "Log files cleaned up." What do lines 2 and 3 do in Ubuntu (I understand cat)? Is it only for other Linux distributions? After running this script as root, the output I get is Log files cleaned up. But /var/log still contains all the files.

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  • How can I customize an FPS game?

    - by monoceres
    I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). Add custom sound effects Change AI (For example, running away instead of actively looking for combat). Change menus and add some storyboard. Script events in game (like a countdown until game over) Change the models of the NPC's. What options do I have? Is there any platform/game/engine/whatever that allows one to do the things above in a reasonable way? I work as a programmer so I'm not afraid of coding some part of the project, but to save time it would be nice to work in some high-level way (like scripting or configuration files).

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  • Simple script - execute command on selected file

    - by askmoo
    I want to make a script that will execute .jar file on selected file. Later I will add that script to right-click menu via the tool Nautilus Actions or just place it into nautilus-scripts folder. I have a problem creating script. When I am in a usual console screen and want to execute this jar file on any other file, I use this syntax myfile.jar ./someotherfile.xml and the jar file will write the output to the console screen. So I created a file script.sh, added lines in it #!/bin/bash /home/username/myfile.jar $1 But it does not output anything. I know I am doing something wrong. Please help. To sum, I need a script that will use selected file as a parameter, open the gnome-terminal, inside that terminal it will start JAR file and pass it the selected file. I am confident that this is a very simple procedure, but I am total newbie with shell scripting.

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • Any recommended books/resources on component-based design?

    - by user1163640
    I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited to get started using it However, one aspect that have sparked my interested, and which I think will become a very important part of our future development, is Unity's approach to component-based design with scripting; with less focus on typical hierarchical aspect. Question I was wondering if anyone could recommend any good books on this subject? I have had trouble finding any books or books with reliable reviews, and was wondering if anyone more experienced here had something to say on the issue? Any other kind of resource would be excellent too, I'm just interested in getting to learn everything I can about it. This is not meant as a discussion about best books or resources on the topic, but simply a question regarding any resources that any of you find useful. Thank you all for your time!

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  • Open Terminal with multiple tabs and execute application

    - by user172001
    I am new to linux shell scripting. I want to write a shell script which will open terminal with multiple tabs; it should run rtsp client app in each tab. For this, I have gone through question here in this forum and tried to code like bellow, tab="--tab-with-profile=Default -e " cmd="java RunRTSPClient" for i in 1 2 3 4 5 do # foo="$foo $tab $cmd" done gnome-terminal $foo exit 0 This is running and opens the terminal window with tabs but suddenly it will close. I am not getting any errors.

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  • What does /dev/null mean in a shell script?

    - by rishiag
    I've started learning bash scripting by using this guide: http://www.tldp.org/LDP/abs/abs-guide.pdf However I got stuck at the first script: cd /var/log cat /dev/null > messages cat /dev/null > wtmp echo "Log files cleaned up." What do lines 2 and 3 do in Ubuntu (I understand cat)? Is it only for other Linux distributions? After running this script as root, the output I get is Log files cleaned up. But /var/log still contains all the files.

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  • Experience embedding javascript

    - by deft_code
    I'm looking into scripting languages to embed in my game. I've always assumed Lua was the best choice, but I've read some recent news about embedding V8 as was considering using it instead. My question is two fold: Does anyone with experience embedding v8 (or another javascript engine) recommend it? How does it compare with embedding Lua? I like that v8 has a c++ embedding API. However Lua API has had lots of time to be refined (newer isn't always better and all that). Note: At this point I'm not too concerned with which is better language or which library has better performance. I'm only asking about ease of embedding.

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  • implementing a high level function in a script to call a low level function in the game engine

    - by eat_a_lemon
    In my 2d game engine I have a function that does pathfinding, find_shortest_path. It executes for each time step in the game loop and calculates the next coordinate pair in the series of coordinates to reach the destination object. Now I want to call this function in a scripting language and have it only return the last coordinate pair result. I want the game engine to go about the business of rendering the incremental steps but I don't want the high level script to care about the rendering. The high level script is only for ai game logic. Now I know how to bind a method from C to python but how can I signal and coordinate the wait time between the incremental steps without the high level function returning until its time for the last step?

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  • DRM Tallyrand - The New User Interface

    - by russ.bishop
    I received word recently that the Tallyrand (11.1.2.0) build is out of our hands. I'm not sure when it will hit eDelivery, but if it hasn't already it should happen soon. For this post, I want to really quickly show the new user interface. The login screen: When you login, you are browsing versions and hierarchies. Note that Unicode is fully supported: The UI attempts to provide context-sensitive links where possible; notice here that an unloaded version is selected, so the UI shows a link. Clicking the link automatically brings up this Load Version dialog. This same thing applies elsewhere in the UI when you attempt to perform an action with an unloaded version: Here is browsing a hierarchy, with the property grid and context menu displayed (though you can hide the property grid anytime you like to provide more room): Worried about drag and drop? Don't! We support it even though this is a browser app. Also notice the Relationships feature on the right displaying a node's ancestors: Where possible, we try to present the available options, rather than just throwing up an "OK/Cancel" dialog (which most users never read anyway): Context-sensitive shortcuts automatically fill-in the context based on the currently selected node. For example, if you want to run a query using the selected node as the root, you can just click that query in the Shortcuts tab. In this screenshot, clicking Model After would model the selected node: This is just for starters. There is much more to cover, on both the client and server. For example, all communication channels are now configurable (no more DCOM). You can pick the ports, the encoding (binary or XML), and the transport mechanism (TCP, TCP over SSL, or SOAP over HTTP). All the relevant WS-* standards are also supported, eg: WS-Security, etc. Plus new features (besides the web client and unicode support). I hope to cover as much of these things as I can in the coming months. If you have specific requests, comment on this post and I'll try to cover them.

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  • Database on the fly with scripting languages

    - by afilatun
    I have a set of .csv files that I want to process. It would be far easier to process it with SQL queries. I wonder if there is some way to load a .csv file and use SQL language to look into it with a scripting language like python or ruby. Loading it with something similar to ActiveRecord would be awesome. The problem is that I don't want to have to run a database somewhere prior to running my script. I souldn't have additionnal installations needed outside of the scripting language and some modules. My question is which language and what modules should I use for this task. I looked around and can't find anything that suits my need. Is it even possible?

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  • Choosing a scripting language for game and implementing it

    - by Radius
    Hello, I am currently developing a 3D Action/RPG game in C++, and I would like some advice in choosing a scripting language to program the AI of the game. My team comes from a modding background, and in fact we are still finishing work on a mod of the game Gothic. In that game (which we also got our inspiration from) the language DAEDALUS (created by Piranha Bytes, the makers of the game) is used. Here is a full description of said language. The main thing to notice about this is that it uses instances moreso than classes. The game engine is closed, and so one can only guess about the internal implementation of this language, but the main thing I am looking for in a scripting language (which ideally would be quite similar but preferably also more powerful than DAEDALUS) is the fact that there are de facto 3 'separations' of classes - ie classes, instances and (instances of instances?). I think it will be easier to understand what I want if I provide an example. Take a regular NPC. First of all you have a class defined which (I understand) mirrors the (class or structure) inside the engine: CLASS C_NPC { VAR INT id ; // absolute ID des NPCs VAR STRING name [5] ; // Namen des NPC VAR STRING slot ; VAR INT npcType ; VAR INT flags ; VAR INT attribute [ATR_INDEX_MAX] ; VAR INT protection [PROT_INDEX_MAX]; VAR INT damage [DAM_INDEX_MAX] ; VAR INT damagetype ; VAR INT guild,level ; VAR FUNC mission [MAX_MISSIONS] ; var INT fight_tactic ; VAR INT weapon ; VAR INT voice ; VAR INT voicePitch ; VAR INT bodymass ; VAR FUNC daily_routine ; // Tagesablauf VAR FUNC start_aistate ; // Zustandsgesteuert // ********************** // Spawn // ********************** VAR STRING spawnPoint ; // Beim Tod, wo respawnen ? VAR INT spawnDelay ; // Mit Delay in (Echtzeit)-Sekunden // ********************** // SENSES // ********************** VAR INT senses ; // Sinne VAR INT senses_range ; // Reichweite der Sinne in cm // ********************** // Feel free to use // ********************** VAR INT aivar [50] ; VAR STRING wp ; // ********************** // Experience dependant // ********************** VAR INT exp ; // EXerience Points VAR INT exp_next ; // EXerience Points needed to advance to next level VAR INT lp ; // Learn Points }; Then, you can also define prototypes (which set some default values). But how you actually define an NPC is like this: instance BAU_900_Ricelord (Npc_Default) //Inherit from prototype Npc_Default { //-------- primary data -------- name = "Ryzowy Ksiaze"; npctype = NPCTYPE_GUARD; guild = GIL_BAU; level = 10; voice = 12; id = 900; //-------- abilities -------- attribute[ATR_STRENGTH] = 50; attribute[ATR_DEXTERITY] = 10; attribute[ATR_MANA_MAX] = 0; attribute[ATR_MANA] = 0; attribute[ATR_HITPOINTS_MAX]= 170; attribute[ATR_HITPOINTS] = 170; //-------- visuals -------- // animations Mdl_SetVisual (self,"HUMANS.MDS"); Mdl_ApplyOverlayMds (self,"Humans_Arrogance.mds"); Mdl_ApplyOverlayMds (self,"HUMANS_DZIDA.MDS"); // body mesh ,bdytex,skin,head mesh ,headtex,teethtex,ruestung Mdl_SetVisualBody (self,"Hum_Body_CookSmith",1,1,"Hum_Head_FatBald",91 , 0,-1); B_Scale (self); Mdl_SetModelFatness(self,2); fight_tactic = FAI_HUMAN_STRONG; //-------- Talente -------- Npc_SetTalentSkill (self,NPC_TALENT_1H,1); //-------- inventory -------- CreateInvItems (self, ItFoRice,10); CreateInvItem (self, ItFoWine); CreateInvItems(self, ItMiNugget,40); EquipItem (self, Heerscherstab); EquipItem (self, MOD_AMULETTDESREISLORDS); CreateInvItem (self, ItMi_Alchemy_Moleratlubric_01); //CreateInvItem (self,ItKey_RB_01); EquipItem (self, Ring_des_Lebens); //-------------Daily Routine------------- daily_routine = Rtn_start_900; }; FUNC VOID Rtn_start_900 () { TA_Boss (07,00,20,00,"NC_RICELORD"); TA_SitAround (20,00,24,00,"NC_RICELORD_SIT"); TA_Sleep (24,00,07,00,"NC_RICEBUNKER_10"); }; As you can see, the instance declaration is more like a constructor function, setting values and calling functions from within. This still wouldn't pose THAT much of a problem, if not for one more thing: multiple copies of this instance. For example, you can spawn multiple BAU_900_Ricelord's, and each of them keeps track of its own AI state, hitpoints etc. Now I think the instances are represented as ints (maybe even as the id of the NPC) inside the engine, as whenever (inside the script) you use the expression BAU_900_Ricelord it can be only assigned to an int variable, and most functions that operate on NPCs take that int value. However to directly modify its hitpoints etc you have to do something like var C_NPC npc = GetNPC(Bau_900_Ricelord); npc.attribute[ATR_HITPOINTS] = 10; ie get the actual C_NPC object that represents it. To finally recap - is it possible to get this kind of behaviour in any scripting languages you know of, or am I stuck with having to make my own? Or maybe there is an even better way of representing NPC's and their behaviours that way. The IDEAL language for scripting for me would be C#, as I simply adore that language, but somehow I doubt it is possible or indeed feasible to try and implement a similar kind of behaviour in C#. Many thanks

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