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Current questions and answers regarding the map editor.

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#5597
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Dolgy, "can you write a script" – that was the request. Of course, you didn't notice. Your version with checks is extremely inefficient in terms of execution time. It turns out that a cycle is constantly running throughout the game, and within it, another cycle runs N times per tick. At the same time, you need to strictly track the number of mines and number each one. Yes, such a script might be easier for a beginner than tables (by the way, they are still two-dimensional, in Jewill's version), but then, in the end, the user will solve everything in this brute-force way, and in more complex situations, they will reach a dead end. Moreover, the automatic reset of the owner from the mine will occur... immediately after it is captured! Unless the player manages to quickly click on the mine and place the required garrison (and it's not easy to carry it around)... Plus, the computer will lose the ability to keep these mines under control in principle. So, despite all due respect for your experience with Multiplayer, which still delights the eye, the script you proposed in its current form is simply not working. Jewill, I won't definitively say that they can't cause crashes, but I haven't encountered this personally, just like Dolgy. P.S. Since we're talking about advice, I recommend looking at how talkboxes are structured in the "Path of the Hero" map (in the talkbox.lia scripts) or in MCCS smile02
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