FlowCanvas Forums › Support › Feedback after a year of usage (for Graveyard Keeper) › Reply To: Feedback after a year of usage (for Graveyard Keeper)
2) I’ve noticed that Unreal blueprints shows the variables this way and decided to give it a try. I’m not pushing. Just showing you my solution 😉 Because in our case any string longer then ~5 symbols will make scripts very large.
4) Input ports. An example from my experience when I spent about a day trying to figure out what’s happening. I had a script that was attached to the NPC. And there was a block “find other NPC by ID” which was transferring its value to the “Destroy” block. The problem was when a the block “find other NPC” couldn’t find anything and returned null. The “destroy” block got a null on its input and treated it as “Self”. So, the whole base NPC was destroyed 😉
5) We got make our game so it will work fine even if the script is stopped in the middle. However, we’re heavily use constructions like “wait” or “goto -> say -> wait -> goto” in our scripts. And all of them a async. Don’t need to serialize/restore flow-scripts right now, but that could be a usefull option 😉
7) And you mean that every “foreach” iteration will have its own “temp” parameter value even if all of them are ran in a single thread?