Hooray wrote in Mon Apr 21, 2014 3:59 pm:But looking at your code example, we may get along with just supporting a <nasal> block per "model", and maybe making the path dynamic, so that a single nasal block can control multiple instances of an object. For example, think in terms of having multiple NPCs, AI aircraft or tanks - those should ideally just be "instances" of a corresponding "AIEntity" class.
That would really be an improvment. While researching ways to move npcs/vehicles I'm currently stuck to one nasal block per step. The Models embedded Nasal doesn't work with the Tutorial System (and I think it is better this way), but for more than one moving model I currently need to stuff multiple vehicle Nasal functions in one block, rather than include a generic one and adjust it's behaviour via Properties.
Greetings