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 Lua 
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Post Re: Lua
bbbzzz234 wrote:
ppiksmada wrote:
Hahaha, lagtastic fun.

What? What the hell are you talking about?


This.
Lord Tim wrote:
Data was on the IRseas last night.

Code:
for actor in MovableMan:Actors do actor:GibThis(Vector(),0,nil) end


Instantly gibs all the actors in the scene.


Well, negative mass will not alter the pull of gravity in CC.
Like, a -100 mass actor tries to jetpack (Tried w/ antimasses, no weapons, blue clone.), it will fly DOWNWARDS. That looked really retarded.

But, for matrix walls, you could
Quote:
Make like a corner piece that rotates actors and alters gravity for that individual MO. Place it beside the matrix wall, and to get down in another area, make the same corner piece but w/ the sprite rotated and the rotation and gravity different.


And according to the devlog, Data announced that portals are possible with Lua.
Not as a post, but as a comment.

Data wrote:
Portals are easy: Just declare Box, and each update check if anything’s position is inside of it ( myBox:WithinBox(myActor.Pos) ).
If it is, then set the position of the object to wherever the exit portal location is (myActor.Pos = exitPortalPos).
Can also spawn any kind of effects whenever teleportation happens etc.

I still don't get how the "Portal Gun Hoax" got to the point where portals are completly real.


Tue May 20, 2008 11:17 pm
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Post Re: Lua
Roy-G-Biv wrote:
I still don't get how the "Portal Gun Hoax" got to the point where portals are completly real.

I made a point towards the end of the hoax to talk to Data about how it may have worked, and for him to implement it somehow.


Wed May 21, 2008 10:28 pm
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Post Re: Lua
A portal is just moving the pos of an actor. That's all.

Here's a full chat log. ctrl+mousewheeldown a lot to read it.
Quote:
[11:19:06] <Data> for actor if MovableMan:Actors do actor:GibThis(Vector(), 0, nil) end
[11:19:12] <LordTim> <3 Data
[11:19:22] <Data> that's how you make everything asplode
[11:19:24] <Grif> wait wait i should get that
[11:19:27] <LordTim> I got that
[11:19:27] <Grif> oh lord
[11:19:34] <Data> er
[11:19:39] <Grif> that's amazing
[11:19:40] <Data> correction
[11:19:43] <Grif> tiiiiiiiiiim[11:19:44] <Data> for actor in MovableMan:Actors do actor:GibThis(Vector(), 0, nil) end[11:19:46] <Grif> why are you using that
[11:19:49] <Grif> ;p
[11:19:50] <LordTim> ?
[11:20:33] <LordTim> Also apparently emitters don't make good bullets
[11:21:55] <LordTim> So arguments for GibThis...
[11:22:04] <LordTim> Means you can gib in selected directions?
[11:22:09] <Data> they are a little redundant.. might remove
[11:22:11] <Data> yeah
[11:22:17] <LordTim> koobeans
[11:22:33] <Grif> so how much of the game logic is exposed to lua>
[11:22:40] <Seleia> data you sly fox
[11:22:43] <Grif> 'cause there's some engine limitations that might be a problem if we can't overcome them
[11:22:54] <Seleia> you said scene lua only in the next build
[11:23:05] <LordTim> Data: Where's the Lua going to be loaded?
[11:23:11] <Data> there's going to be more than just scene for next build
[11:23:15] <LordTim> :D
[11:23:18] <Grif> wheeheeehee
[11:23:48] <Data> the console is fun, now you can save out all the commands you have typed in so far
[11:23:55] <Data> and then load them again later if you wanted to
[11:24:01] <Data> load+run
[11:24:09] <Nfsjunkie91> oh
[11:24:11] <Nfsjunkie91> hi data
[11:24:11] <Data> also can dump out all console text
[11:24:14] <Data> ohay
[11:24:14] <LordTim> Awesome
[11:24:31] *** Joins: cambiogri1 (cambiogris@Cortex-d16e90fc.tn.comcast.net)
[11:24:32] *** Quits: cambiogris (cambiogris@egotistical.pedophile.collector) (NickServ (GHOST command used by cambiogri1))
[11:24:32] *** cambiogri1 is now known as cambiogris
[11:24:48] <Seleia> so I could
[11:24:50] <Seleia> say
[11:24:52] <Seleia> KILL ALL
[11:24:54] <Seleia> HUMANS
[11:24:55] <Aspasia> Human
[11:24:56] <Aspasia> s
[11:24:57] <Aspasia> ♥♥♥♥
[11:25:15] <LordTim> So Data, I broke your AEmitters
[11:25:16] <LordTim> http://img27.picoodle.com/img/img27/4/5 ... 5925b6.gif
[11:25:28] <Data> seleia, yes
[11:25:57] <Data> for actor in MovableMan:Actors do if actor:InstanceName == "AHuman" then actor:GibThis(Vector(), 0, nil) end end
[11:26:04] <LordTim> for actor in MoveableMan:AHuman do actor:GibThis etc?
[11:26:08] <Data> oh acutally that's wrong
[11:26:20] <Data> for actor in MovableMan:Actors do if actor:ClassName == "AHuman" then actor:GibThis(Vector(), 0, nil) end end
[11:26:22] <Grif> wouldn't it be classname
[11:26:29] <Grif> woot
[11:26:35] <Data> good one grif
[11:26:50] <Data> but yeah could do isntancename and go by name
[11:26:53] <Data> or by group
[11:27:01] <LordTim> Hooray for knowledge from a single image
[11:27:24] <Grif> heh
[11:27:31] <Data> for actor in MovableMan:Actors do if actor.IsOfGroup("Ugly Robots") then actor:GibThis(Vector(), 0, nil) end end
[11:27:32] <Grif> so lessee
[11:27:35] <Grif> oh, right
[11:27:42] <Grif> sticky particles
[11:27:45] <Grif> is that just mopixels>
[11:27:51] <Grif> or all particle types
[11:27:57] <Grif> or a "stickstrength" var
[11:27:59] <LordTim> Sticky AHumans?
[11:28:29] <Seleia> Data
[11:28:37] <Seleia> will there be selective restarting
[11:28:41] <Seleia> in the next build
[11:28:42] <Seleia> like
[11:28:45] <Seleia> reload one rte
[11:28:52] <Seleia> while it's already running
[11:29:12] <Data> it's jsut MOPixels for now
[11:29:21] <Darlos9D> I'M DONE SPRITING MY oh hey Data
[11:29:23] <LordTim> Aww
[11:29:33] <Data> seleia, you'll be able to control all that with the scripting/console
[11:30:01] <Seleia> b21 may or may not be the best build yet
[11:30:04] *** Joins: TheClam (gpfoot@Cortex-02da5135.va.comcast.net)
[11:30:10] <Darlos9D> Seleia: I would hope it would be
[11:30:11] <LordTim> Just in time, TheClam
[11:30:12] <Seleia> also i hope you can turn off glows ingame
[11:30:15] <TheClam> I am pissed off to no end.
[11:30:19] <Seleia> also I am going to sleep
[11:30:20] <Seleia> TheClam
[11:30:23] <Grif> nite sel
[11:30:24] <Seleia> watch your step, soldier
[11:30:26] <Nfsjunkie91> Good night seleia
[11:30:32] <Seleia> field marshal data is present
[11:30:32] <Nfsjunkie91> hope stuff goes well with your boyfriend
[11:30:34] <TheClam> My little brother might have fried his BRANDNEW MOBO
[11:30:38] <Seleia> haha yeah Nfsjunkie91
[11:30:40] <TheClam> GAFDADGS
[11:30:44] <Seleia> TheClam stfu
[11:30:46] <Seleia> for once
[11:30:47] <Seleia> please
[11:30:53] <Seleia> bye Daman
[11:30:54] <Nfsjunkie91> See above
[11:30:55] <Seleia> and Data
[11:30:59] *** Quits: Seleia (emeralingus@seleia.m.choiseul) (Quit: )
[11:31:00] <TheClam> DO YOU REALIZE THE MONEY
[11:31:04] <TheClam> Damnit.
[11:31:10] <Nfsjunkie91> How did he ♥♥♥♥ fry it
[11:31:20] <TheClam> Put some screws in thewwrong paces
[11:31:28] <Nfsjunkie91> deserves to have fried it then
[11:31:32] <TheClam> Musta' jumper'd sme circuits.
[11:31:39] <Nfsjunkie91> more like
[11:31:40] <Nfsjunkie91> SHORTED
[11:31:42] <Grif> this is why you put screws where the holes already exist
[11:31:46] <Nfsjunkie91> ^
[11:31:53] <TheClam> Wrng screws
[11:31:54] <Grif> rather than THROUGH THE CENTER OF YOUR MOTHERBOARD Y'KNOW
[11:32:04] <TheClam> Wrngs screws, Right holes.
[11:32:20] <TheClam> And before we knew it was the mobo.
[11:32:21] <LordTim> How come Spread = 0 means left?
[11:32:33] <Grif> the game is left aligned
[11:32:36] <Grif> or rather
[11:32:37] <TheClam> He put MY PSU and MY GFX card in HIS compy to try and fix it.
[11:32:38] <Grif> your emitter is
[11:32:42] <Nfsjunkie91> angle 0 = left
[11:32:43] <LordTim> Shouldn't be
[11:32:50] <Nfsjunkie91> angle 180 would be right I suppose
[11:32:53] <Grif> did you define rotation>
[11:32:56] <LordTim> If anything it'd go right, or up, or down
[11:33:04] <LordTim> left is the opposite of any sensemaking
[11:33:21] <LordTim> And no matter which direction I'm facing
[11:33:24] <LordTim> IT's always left
[11:33:27] <Nfsjunkie91> ur mum is left
[11:33:30] *** Nfsjunkie91 is now known as Nfs|Away
[11:33:33] <LordTim> You're a left.
[11:33:38] <TheClam> Damnit.
[11:33:42] <Nfs|Away> YEAH CONSERVATIVES
[11:33:42] <TheClam> I HATS HIM
[11:33:42] <Data> angle 0 is right
[11:33:45] <Data> to the right
[11:33:50] <LordTim> Data: I know right!
[11:33:51] <Nfs|Away> TO THE RIGHT TO THE RIGHT
[11:33:57] <TheClam> HOLY HELL DATA
[11:34:00] <TheClam> I LOVE YOU
[11:34:04] <LordTim> Then how come the emission is only coming out to the left
[11:34:06] <LordTim> orwait
[11:34:08] <LordTim> oshi
[11:34:15] <LordTim> It is only coming out to the right
[11:34:15] <Data> hi
[11:34:16] <Nfs|Away> did someone forget directions
[11:34:19] <TheClam> Hi.
[11:34:29] <TheClam> Erm. I has question.
[11:34:31] <LordTim> It's being moved to the left from the propulsion
[11:34:34] <LordTim> I win
[11:34:36] <Nfs|Away> just ask a question you little girl
[11:34:39] <Nfs|Away> he's not god
[11:34:46] <Data> and not in lolcat
[11:34:50] <Nfs|Away> ^
[11:34:59] <TheClam> Is it at all possible to make a hinge/chain out of attachables?
[11:35:03] <LordTim> No.
[11:35:09] <TheClam> or will it be?
[11:35:12] <TheClam> ever?
[11:35:17] <Data> not yet, but would be neat, wouldn't it
[11:35:21] <TheClam> Yes.
[11:35:23] <LordTim> Would be
[11:35:26] <Nfs|Away> aren't joints basically static
[11:35:29] <TheClam> I could make a working car.
[11:35:34] <Grif> Nfs|Away: totally static
[11:35:38] <Grif> also wat
[11:35:42] <Grif> you need rope phsycis to make a car
[11:35:43] <Grif> wat
[11:35:44] <Nfs|Away> I SHOULD DO FREE BODY DIAGRAMS ABOUT THEM <_>
[11:35:50] <TheClam> Chain gun to car actor.
[11:35:52] <LordTim> Technically, you could make a working car with what we have now, but you really can't.
[11:35:56] <TheClam> have actor grab gun.
[11:36:00] <Grif> my lord i hate you for that stupid stupid idea
[11:36:05] <TheClam> drag actor around with car actor.
[11:36:10] <Nfs|Away> My chaingun is win-er-er
[11:36:24] <TheClam> No, a gun connected to a car by a chain.
[11:36:41] <Data> i'm looking at using this for the next project
[11:36:42] <Data> http://box2dflash.sourceforge.net/
[11:36:52] <LordTim> Hehe
[11:36:54] <LordTim> Awesome
[11:36:55] <Data> not the flash version, of course, but the physics engine
[11:37:12] <TheClam> you don't mean the thing after CC, d yu?
[11:37:15] <Grif> the next datarealms project>
[11:37:17] <Data> impressive robust physics solver
[11:37:20] <TheClam> just an update t CC?
[11:37:27] <Data> no, next game
[11:37:48] <Data> 'Left'/'Right' arrows to go to previous/next example
[11:38:13] <TheClam> Yu aready have anther game in the concept stages?
[11:38:20] <TheClam> D:
[11:38:31] <Data> yeah
[11:38:38] <Data> but i'm not yu, he runs tigsource
[11:38:53] <Grif> b21
[11:38:59] <Grif> any first party content upgrades
[11:39:03] <Grif> new levels, actors, etc>
[11:39:18] <LordTim> Tee hee
[11:39:19] <Grif> or just lua and some more engine refinements
[11:39:21] <Data> yeah wanna get a new more elaborate mission in using the scripting
[11:39:24] <TheClam> Damnit, my o key is mafunctioning.
[11:39:27] <TheClam> and L
[11:39:28] <LordTim> I just made a bullet that goes up.
[11:39:32] <Grif> lol
[11:39:35] <Grif> nice time
[11:39:37] <Grif> *tim
[11:39:37] <TheClam> 0_0
[11:39:45] <TheClam> But Data.
[11:39:47] <Grif> emitter guns are fun
[11:39:53] <LordTim> Totally
[11:39:55] <TheClam> DON'T ABANDON US
[11:39:58] <LordTim> I just can't get it to hurt anything
[11:40:02] <Grif> that clam
[11:40:04] <Grif> what
[11:40:08] <Grif> he's not leaving
[11:40:16] <Data> actually i need to take a dump asap
[11:40:20] <Data> fyi
[11:40:20] <TheClam> But he has another game in the concept.
[11:40:24] <Grif> ...
[11:40:27] <Grif> another DATAREALMS GAME
[11:40:32] <Grif> lord you're dumb
[11:40:32] <TheClam> Meaning he may start work on it soon.
[11:40:35] <Aspasia> lol was confused for a second grif]
[11:40:39] <Grif> he's going to finish cc first moron
[11:40:39] <Aspasia> then I remembered
[11:40:40] <LordTim> Concept = It'd be cool, but...
[11:40:43] <Data> nono cc is going to be completed first
[11:40:48] <TheClam> Good.
[11:40:51] <TheClam> Or else.
[11:41:01] <LordTim> "Grif lord you're dumb"
[11:41:03] <Aspasia> I ignore TheCLam due to the fact he has no life outside of IRC and just sits on IRC ALL DAY LONG
[11:41:04] <LordTim> Stop calling me dumb
[11:41:08] <Aspasia> being annoying
[11:41:17] <LordTim> TheClam is never here
[11:41:21] <TheClam> I didn't do it before.
[11:41:29] <Aspasia> bah
[11:41:32] <TheClam> But then Daman taught me how to use IRC.
[11:41:41] <Aspasia> He is annoying enough to make the minutes wseem like days
[11:41:42] <LordTim> Cool. We can blame Daman
[11:41:47] <Aspasia> Oh
[11:41:55] <Aspasia> That actually explains everything :V
[11:42:06] <TheClam> Data.
[11:42:27] <TheClam> That engine is a little, Eh, wonky.
[11:42:44] <LordTim> Well he'd improve upon it of course
[11:42:45] <Data> seems pretty solid to me
[11:42:47] <LordTim> He's Data
[11:43:01] <TheClam> Continuos collission demo.
[11:43:04] *** Quits: ChJees (ChJees@Cortex-c93ae940.tbcn.telia.com) (Ping timeout: 250 seconds)
[11:43:09] <Data> that demo is messed up
[11:43:17] <Aspasia> K
[11:43:22] <Aspasia> gonna play xchange now
[11:43:42] <Aspasia> see ya data
[11:43:46] <Data> box 2d rocks cc's solver
[11:43:51] <Data> later
[11:43:57] <Data> i'm also outta here
[11:44:00] <LordTim> For some off reason, emitter bullets like to randomly freeze for half a second
[11:44:04] <LordTim> :/
[11:44:06] <LordTim> Bye Data
[11:44:09] <TheClam> No B21 ETA's?
[11:44:23] <Data> when it's done! dun dun dun
[11:44:34] <TheClam> I hate that line.
[11:44:36] <LordTim> I'll take that as a tomorrow.
[11:44:46] <LordTim> Don't disappoint me.
[11:44:57] <Data> you'll disappoint yourself
[11:44:58] <TheClam> Also, I no likely no Capitalization.
[11:45:04] <LordTim> :_(
[11:45:16] <Data> ok ttyl folks
[11:45:19] <LordTim> Cya
[11:45:21] *** Parts: Data (data@Cortex-2b1cd883.ph.cox.net)



I say we start documenting functions and variables he's given us so far.

Functions:
GibThis(Direction(Really not sure), Time to wait, unknown) -- Gibs an object
GetMOIDCount() -- Total movable object count in scene
GetMOFromID(ID Number of object) -- Returns the movable object attached to the ID
Vector(x?, y?) -- I'm guessing it's the angle on the X and Y axis. Or possibly vector(angle, velocity) in which angle would be a spot in a 360 circle around an object, velocity the speed..but that doesn't make sense. Perhaps the distance on that angle. I don't know, I got a D in geometry.
IsOfGroup(groupname) -- Returns 1 or 0, checks if an actor is in a group.

Variables:

I don't mod. I don't know what variables we already know. Variables that might be new are instancename and classname. I bet you can't guess what they are.

Pos - Position on the scene of an object.
Vel - Speed of object.

I really don't feel like speculating on that matter much more. I can't wait for the release, though.

Code:
function SCENE:Think()
     for actor in MovableMan:Actors do
          if actor.vel > 100 then
               actor.GibThis()
               screenpos = getSpotonScreen(100, -100)
               DisplayText("No speeding allowed young sir :police: \n", screenpos)
          end
     end
end


NO SPEEDING ALLOWED. A function to display text on-screen(Anywhere? Above actors, etc) would be nice. In CC's font or whatever. No idea how positions on screen would be determined in that.


Oh well. Hoping for a release soon


Thu May 22, 2008 12:44 am
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Post Re: Lua
I want to see the "blast waves" that Prom told me once. It will push thing and etc. I hope so.


Tue May 27, 2008 12:04 am
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Post Re: Lua
Jox =3 wrote:
I want to see the "blast waves" that Prom told me once. It will push thing and etc. I hope so.


Technically, CC has "Blast waves" in it right now, they're just not very noticable. You could up their effect, but they might just end up breaking things until it's really implemented. Currently the blast waves are made by gibbing a bunch of "Air Burst" particles.


Tue May 27, 2008 12:10 am
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Post Re: Lua
Lord Tim wrote:
Jox =3 wrote:
I want to see the "blast waves" that Prom told me once. It will push thing and etc. I hope so.


Technically, CC has "Blast waves" in it right now, they're just not very noticable. You could up their effect, but they might just end up breaking things until it's really implemented. Currently the blast waves are made by gibbing a bunch of "Air Burst" particles.


A visual animated shockwave effect is possible to achieve by using multiple glows with timed lifetimes and strenghts.


Thu May 29, 2008 6:09 pm
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Post Re: LUA
Jack The Llama Commando wrote:
The Mind wrote:
Ok, I think this is in the right place, because it will practicaly be necessary to make mods in the fututre, so here it goes.....


No, it "practicaly" won't.
Data said it will compliment the same variable based system we are using now.

The Mind wrote:
Did you just say that....................
Did you not ever hear about LUA being in future CC builds??
DEV-Log?


And if you ever read the "DEV-Log" you would already know.

Oh, so we can still make mods as we are now? Thank god for that, I'd be lost with Lua!


Mon Jun 16, 2008 1:36 pm
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Post Re: LUA
Morbo!!! wrote:
Jack The Llama Commando wrote:
The Mind wrote:
Ok, I think this is in the right place, because it will practicaly be necessary to make mods in the fututre, so here it goes.....


No, it "practicaly" won't.
Data said it will compliment the same variable based system we are using now.

The Mind wrote:
Did you just say that....................
Did you not ever hear about LUA being in future CC builds??
DEV-Log?


And if you ever read the "DEV-Log" you would already know.

Oh, so we can still make mods as we are now? Thank god for that, I'd be lost with Lua!

Of course, most epic mods will use Lua in the future.
People are learning Lua right now.


Mon Jun 16, 2008 1:38 pm
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Post Re: Lua
numgun wrote:
Lord Tim wrote:
Jox =3 wrote:
I want to see the "blast waves" that Prom told me once. It will push thing and etc. I hope so.


Technically, CC has "Blast waves" in it right now, they're just not very noticable. You could up their effect, but they might just end up breaking things until it's really implemented. Currently the blast waves are made by gibbing a bunch of "Air Burst" particles.


A visual animated shockwave effect is possible to achieve by using multiple glows with timed lifetimes and strenghts.


True, but wouldn't that lag like even worse?


Mon Jun 23, 2008 6:47 pm
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Post Re: Lua
I just thought... do limbs have their own LUA instances? As in, if the actor is halfway through a teleport line, will the hands, weapons and maybe some attachables appear on the other side before the rest of the body, if you understand what I mean.
if so, we could actually create actors for the sole purpose of defending portals, with shields that go through the portal with the actor staying back on the other side.


Sat Jul 05, 2008 12:24 pm
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Post Re: LUA
Roy-G-Biv wrote:
Of course, most epic mods will use Lua in the future.
People are learning Lua right now.


Uh.....Ya. I'm just gonna wait until people start releasing mods and then learn from there.
That's what I did with the current scripting. :)


Sat Jul 05, 2008 5:43 pm
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Post Re: Lua
AtomicTroop wrote:
I just thought... do limbs have their own LUA instances? As in, if the actor is halfway through a teleport line, will the hands, weapons and maybe some attachables appear on the other side before the rest of the body, if you understand what I mean.
if so, we could actually create actors for the sole purpose of defending portals, with shields that go through the portal with the actor staying back on the other side.


We have no way of knowing CC specific syntaxy stuff until he actually releases B21, or tells us.


Sat Jul 05, 2008 5:52 pm
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Post Re: Lua
Well, it was more like a speculation than an actual question :/


Sun Jul 06, 2008 5:59 pm
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: LUA
The Mind wrote:
Roy-G-Biv wrote:
Of course, most epic mods will use Lua in the future.
People are learning Lua right now.


Uh.....Ya. I'm just gonna wait until people start releasing mods and then learn from there.
That's what I did with the current scripting. :)

Yeah, but Lua scripting will have like, 1000 variables or something higher, maybe.


Sun Jul 06, 2008 6:23 pm
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Joined: Fri Apr 27, 2007 4:55 pm
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Post Re: LUA
Roy-G-Biv wrote:
The Mind wrote:
Roy-G-Biv wrote:
Of course, most epic mods will use Lua in the future.
People are learning Lua right now.


Uh.....Ya. I'm just gonna wait until people start releasing mods and then learn from there.
That's what I did with the current scripting. :)

Yeah, but Lua scripting will have like, 1000 variables or something higher, maybe.


The amazing fantastic thing about Lua, is that there aren't just variables. At least not the kind you know and love with CC code. CC code isn't really code. It's entirely variables. With Lua, you get if statements, while loops, and you're not just creating a bunch of objects like you currently are. Right now all you can do in the game is make new objects. With Lua, you'll be able to have objects talk to each other behind the scenes.


Sun Jul 06, 2008 6:32 pm
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