[v.17.6] SimpleComplete | General scripting plugin

any chance of this being implemented soon?

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Sure yeah that can be an attribute of a module

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You should be able to also require everything WITHOUT a tag (or leave it as a setting.) Excluding everything that has a tag group is probably the main priority.

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Honestly ion really feel like adding so many settings, it feels kinda unecessary :sob:
Tho u can alr do this with ModuleAncestors; game and ModuleExcludeTag

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I feel like the purpose of ModuleIncludeTag would be more to prevent certain categories of modules from interacting with each other (e.g Client, Server, Shared) than a scope system, meaning I also wouldn’t have to create a tag for shared modules and other things of the sort, but it’s fine however you want. I feel like an IncludeGlobalModules setting would probably make the plugin work best. (Also excluding everything would get pretty repetitive and STILL not work with includes.)

You don’t need to worry about having a boatload of settings since you can just set most of them once and then be done.

You should also provide a settings configuration command at the top of the script to help people set things up quickly.

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You can actually just add a Server and Client tag to shared modules (or not add them at all lolz)

Fair, would be kinda hard to document tho (i hate writing docs :((((( )

Ehh you can already set ModuleAncestors to game and set ModuleSearchMode to descendants to achieve this

You just said that EVERY module that doesn’t have the ModuleIncludeTag would be excluded, will you include modules without ANY ModuleIncludeTags in the autocomplete?

I can probably do the new docs for you if you really can’t be bothered

GlobalModules as in modulescripts that do not have any ModuleIncludeTags at all

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Ohh true, yeah my bad kinda brain fart there

You’d do that for me? :sob:

I dunno man, this seems like kind of a weird setting to add considering most people put their modules in roughly the same areas for organization sake

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Ok so i’m actually kinda having a hard time creating GlobalModules because I’d have to loop thru all the games descendants and check their tags table via GetTags :sob: Is it worth it???

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Patch 16.9nice

  • Fixed an error that occured when parsing string tuples for ModuleExcludeTags and ModuleIncludeTags

not right now atleast

id say the include ancestors and the attribute to rename the variable are top priority rn, you can find a better way to change the behavior of it when you feel like it

also, don’t you only have to loop through ModuleAncestors?

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Then the same behaviour could be replicated by ModuleExcludeTags, which you can set to be the same as ModuleIncludeTags!

Ok ok wait

What are we trying to do here?

Aren’t you trying to still autocomplete modules that don’t have any SimpleComplete import tags?

Why would you have to loop through game to do that? ModuleAncestors is where the user wants to search for modules

How would exclude even replicate that behavior, you’re just excluding what you’re trying to include?

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Exclude is done when looping thru ancestors, include is done before that and just adds modules, so you can have the 2 be the same and it’ll still work :V Ik a bit confusing

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Patch 16.10:

  • Changed ModuleAncestorTag to AncestorIncludeTags, which is a string tuple of tags you can use to include module ancestors
    It works similarly to ModuleIncludeTags, but for ancestors.

  • Added the usage of “__VarName” and “__Docstring” attributes to edit how a module will be auto imported


    Note that the usual Docstring attributes and tags aren’t able to be used for these module docstrings, I’ll probably implement it soon

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You should probably stick to SC_, it looks prettier and describes what the attribute is for.

Ahh will do, the update is new :V

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If I gave a folder that contains ModuleScripts two different AncestorIncludeTags, I would be able to import modules from another folder that only has one of the matching tags, correct?

I don’t quite understand, can you rephrase that?

(btw im out of hearts for the day)

(also agagahgaghah i gotta sleep)
(cya tmrw pls respond)

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__varname shouldn’t change the autocomplete callback 100% of the time, it should be a setting. People might want to define different modules with the same variable (for example, blink, which generates both a client and server module). I think I tagged both of them properly, but the server module still requires the client one oddly enough.

Also, the modules that have an ancestor tagged Server can still require modules with ancestors tagged as Client.

I have a folder for modules that’s tagged as Server, and one tagged as Client, they should only be able to require other modules that are in the folder, have the same tag, and optionally global modules.
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