Template talk:Console command

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Moving to {{entity}}

console variable}}.) I'm leaning towards the latter. --Pee (talk) 18:39, 15 Aug 2023

code}} to be more uniform with Entity. I would be open to merging the two templates, however that might just cause a spaghetti code situation. If we combine this and entity, then we will likely have to combine {{Shader}} and the likes as well --Equalizer5118 (talk) 18:44, 15 Aug 2023

I also think that plain text with underscores look ugly. I prefer sv_cheats over sv_cheats as monospace text looks more uniform --Equalizer5118 (talk) 18:45, 15 Aug 2023

Template:entity|{{#switch: {{{type|}}} |#default={{error|Missing required argument "type"}} |e0|e1|e2|e3|e4|e5={{entity/entity|whatever|arguments|are|necessary|to|pass}} |convar|command={{entity/console|whatever|arguments|are|necessary|to|pass}} |c0={{entity/qc|whatever|arguments|are|necessary|to|pass}} }}}} I suppose it would also make sense to instead simply make this template more like {{entity}}, adding things like a sentence and game categorization.

Alternatively, an internal, more basic template handling things like categories, titles, and the text based off it (the internal templates) parameters could be managed by an external template doing the heavy lifting (such as autolang and types to input the right strings and categories to the internal templates) might work. This would more or less be the same as my earlier example of my example of the template, but with only one internal template instead of 3. --Pee (talk) 18:57, 15 Aug 2023

That's a good idea, however I don't think that that would be efficient. Entity already has the appropriate functionality that we need for what you are describing, in terms of the type parameter. We can have better organization by just taking the existing entity template and editing it. See User:Equalizer5118/Format Template Proposition --Equalizer5118 (talk) 19:35, 15 Aug 2023

That's probably the best call. We should also probably only really use a single (or very few) {{autolang}} templates per type, so the redundancy is within the switches, so it's more navigable (the switches this way could be on the same line more easily). --Pee (talk) 20:07, 15 Aug 2023