QuestionMarkNoob wrote:Let's hyothetically say those bugs were left in. How would that impact the game?
Well.
Animation file errors are not so bat for itself. The animation will not run...
But it will trigger an error if we try to manipulate the animation like speed etc.
The bad part, animation settings are mostly part of the init() function of an unit.
Now, if the animation command fails, it will trigger an error and will stop to execute the rest of the init() function.
That is the bad thing we don't want.
Also manipulation all blueprints and overwrite values without checking is not a good idea.
We should not just delete the animation file and let the animation function run into nil values.
Better way would be to hook and change some unit scripts and remove the animation there.
Obsolete functions will only affect the loadingtime not the simspeed. So we can ignore this.
Hooks/files should be cleaned from already set locals.
Some ppl start with copy the original file and forget that they work an a textfile that will be appended to the original file.
So all start variables and locals that where declared at the start of the original file should not be declared again at the end of the file
where the "hook" file is appended.
If you never change one of this locals then it will at least not cause errors, but it makes code more complex and not update friendly.
It's not harmfull to use this mod, but it can produce lag if you use units that changes often something on an animation like animation speed or direction.
(units that control animations with different unit states will trigger an error every time the unit state is changed.)
After fixing this, it could be a usefull mod for low end PC's.
At least it's not a fake mod