If you have a legitimate reason to have a lot of code running at a certain point, then you should have the freedom to do that rather than being prevented from doing this by "nanny" protection systems like this.
Couldn't agree more. Things like this inevitably go wrong at some point, and stop legitimate scripts from running properly, then other scripts don't run when the CPU is under load from something else, or whatever... it's just going to cause problems left, right and centre. To me, it reeks of a poorly-implemented scripting system... they're just trying to compensate for the inadequacies in how the script interpreter links to the game engine.
I'm pretty sure this'd kill wonderful scripts like Kronzky's Urban Patrol Script. That thing puts some serious burden on the CPU, at certain points, when you have a tonne of AI using it... and now it seems we're just going to get a few seconds of lag whilst the script 'catches up'.
The comments about namespaces are too vague to be really useful to me at least (and I suspect, from what it seems to be implying, that they didn't implement namespaces properly so that we could get rid of the whole OFPEC tag workaround ).
Sounded more to me like they were implementing a solution to the tag system... but I suppose it's not that clear...
The thing that does worry me is that they're "promoting" such small things. It does make me wonder if they've actually made any
relevant improvements to the scripting engine, or it's functionality for scripters and mission designers.
However, I can't tell you just how much I look forward to dereferencing undefined variables becoming a proper error. This alone will save me 100s of hours of debugging time on complex scripts and I can't wait for it!
Another "couldn't agree more" moment.