You'd still have to modify the functions though for each individual game and of course you'd have to know the right way to do so.
They're coming to take me away, ha-haaa!
----- Original Message ----- From: "Tim Kilgore" <tim8...@cox.net> To: "Philip Bennefall" <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, November 19, 2011 10:16 PM
Subject: Re: [Audyssey] More BGT news


In the Jawe script manager, there is a feature that puts all the functions in a listbox. So what you do is find the function you want and press enter. This puts the function in the editor. I'm guessing that that's and ide feature. Could such and emplementation be put in the BGT engine? Maybe not since it's not an acual ide.

Tim
----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, November 19, 2011 7:40 PM
Subject: [Audyssey] More BGT news


Hi all,

First, let me say thanks once again to all of those who sent me so much positive feedback over the last few days since I released BGT 1.1. This kind of stuff is what makes my work interesting, and worthwhile.

Now, I just wanted to write and tell you that revision 2 of the engine is available. The reason I'm mentioning it on list is because it contains a feature that many of you have been wanting for a long time, namely the ability to read and write in the registry. I have made a settings class which wraps this up quite nicely, and prevents script kids from tampering with keys and values that do not concern them.

And as usual, the revision also contains a number of bugfixes reported by users.

The next major feature that will see the light of day is joystick support. I have started working on this and am making good progress. So stay tuned for that!

Kind regards,

Philip Bennefall
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