Code reusability is an interesting topic.
I really like the way its done in unity. You make a script for a specific function, and then expose variables. So say you have a script for something like a camera that follows the player - the script takes in a 'target' input, and a 'distance' input.
In a way, behaviors are a lot like that. But it would be cool to have code snippets where you paste in an event block which has parameters. For example, a 'target object' code block might require an object that has a particular behavior like custom movement attached...in unity these are components...
Essentually its kinda like writing events, but instead of recreating them and changing which objects they use, you make everything kinda abstract.... anyway i'll talk more about the idea later
IVE BEEN ASKING FOR THIS FOR LIKE EVER!
if you look at how i wrote my IK tut, its set up so that it works kinda like this for the expressions, you just name your objects to the set names, and then you paste in all the expressions and then you change the names to whatever. but its a ****** workaround and it only works for expressions, not events. having variable `objects` for conditions and actions, would be amazing.
`code snippets` would be such a time saver. you only would have to make something used often once. and essentially allow, custom behaviors to be made USING construct. which is amazing.
oh yea and WELCOME BACK DAVO, we all thought you had left us