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Re: how do you guys handle really long scripts

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ArmaVictorem is not online. ArmaVictorem
Joined: 18 Mar 2015
Total Posts: 1332
31 Jan 2017 10:01 AM
personally I prefer using multiple short scripts

what do you guys do?
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Unsubtleties is not online. Unsubtleties
Joined: 28 Nov 2016
Total Posts: 9203
31 Jan 2017 10:03 AM
it just depends what it is
sometimes i use modules so i don't have to worry about giant tables of information in my game scripts


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okaver1997 is not online. okaver1997
Joined: 29 Jul 2009
Total Posts: 1
31 Jan 2017 10:11 AM
Modules and stuff.
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mityguy is not online. mityguy
Joined: 07 Jun 2008
Total Posts: 5483
31 Jan 2017 10:31 AM
Normally I'm all for making a code 1234912839018 lines long however modules came out and I'm trying to adapt to that kind of programming so I'm using Modules and remote functions
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AggressiveCatch is not online. AggressiveCatch
Joined: 17 Jul 2011
Total Posts: 5840
31 Jan 2017 10:32 AM
I hate modules because I want to be able to find the code of a function I use in a script

And I don't like having to open another script to find the function code
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RogueMage is not online. RogueMage
Joined: 28 Jan 2012
Total Posts: 1235
31 Jan 2017 10:42 AM
I literally only have 3 scripts.

One that handles all the things in the server, one that handles clients, and a Module that stores all the functions I use regularly. Honestly, I like it better like this cause I can find anything really quickly instead of going through explorer and finding a script deep under a model or something.

Pros: Easier to organize (if you have good documentations and comments), more efficient.

Cons: IF your code bugs then the whole script breaks, hard to read if you have bad comments
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Unsubtleties is not online. Unsubtleties
Joined: 28 Nov 2016
Total Posts: 9203
31 Jan 2017 10:45 AM
am i the only one who doesn't comment at all unless it's a script made for someone else


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RogueMage is not online. RogueMage
Joined: 28 Jan 2012
Total Posts: 1235
31 Jan 2017 10:47 AM
^ bad idea unless you want to completely forgot what you were doing in the script in the future
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Unsubtleties is not online. Unsubtleties
Joined: 28 Nov 2016
Total Posts: 9203
31 Jan 2017 10:47 AM
i don't think i would forget
i can read my own code


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Unsubtleties is not online. Unsubtleties
Joined: 28 Nov 2016
Total Posts: 9203
31 Jan 2017 10:48 AM
oh i see what you mean
nah i tend to remember


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RogueMage is not online. RogueMage
Joined: 28 Jan 2012
Total Posts: 1235
31 Jan 2017 10:49 AM
dont trust your memory

Anyways, it's good to get into the habit of writing good comments bc in the future you're probably gonna write open source (if you're thinking of going into the industry), and good comments are vital.

Even ROBLOX's given code has lots of lots if you look in PlayerScripts
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RogueMage is not online. RogueMage
Joined: 28 Jan 2012
Total Posts: 1235
31 Jan 2017 10:49 AM
lots of comments*
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C_Sharper is online. C_Sharper
Joined: 03 Oct 2011
Total Posts: 6405
31 Jan 2017 10:52 AM
I use a client master script, which is a big jump from handling all UI element functions individually e.e



And for the game script I'd typically use one, modules if needed.
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