by Paradox » Tue May 31, 2011 5:11 pm
The reason for alcscripting is to cut down on file bloat.
Most people build their visual object, and then build a collider object. At export, that produces 4 objects (2 scene objects, 1 draw interface, and 1 simulation interface).
With AlcScript, you can tell PyPRP to only export 3 objects (1 scene object, 1 draw interface, and 1 simulation interface). AlcScripting tells the visual object to use the collider mesh, rather than exporting it as a separate object.
Some of us who are OCD about file bloat, or people who like to hand-edit the exported files, prefer to use AlcScript to manually force these sorts of things to happen.
In PlasmaMax, you can do the same thing by choosing the collider mesh as a proxy collider of the visual object.