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couchcaboose
Joined: Tue Oct 31, 2006 6:10 pm Posts: 358 Location: at ze kopta!
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Re: Lua
Pyrorex wrote: Yes, and everything revolves around you couchy. Just because you lack the intelligence to learn lua doesn't mean everyone else does. I never said I did, it was my personal opinion. Plus, I already said I was going to learn it, so that proves you wrong again. couchcaboose wrote: Hmm.. Thanks... Maybe I can use this for Gmod... But not CC. Seleia wrote: also get that ♥♥♥♥ out of your signature thanks No thanks. I like how it is. And last, please let's not start a flame war.
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Thu Jul 26, 2007 11:19 pm |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Lua
For anyone wanting to see why Lua in a 2D game would be useful, just check out one of the many Lua-powered mods for Gusanos and compare them to the original game.
Gusanos' typical weapon scripts are similar to CC's, and although people like amrobotics push the limit and bring us really creative mods, there's a lot of potential to be had if a more powerful scripting system like Lua was implemented.
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Fri Jul 27, 2007 12:06 am |
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Kokits
Joined: Sun Dec 03, 2006 4:00 am Posts: 578 Location: America
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Re: Lua
cambiogris wrote: For anyone wanting to see why Lua in a 2D game would be useful, just check out one of the many Lua-powered mods for Gusanos and compare them to the original game.
Gusanos' typical weapon scripts are similar to CC's, and although people like amrobotics push the limit and bring us really creative mods, there's a lot of potential to be had if a more powerful scripting system like Lua was implemented. I think that it would probably be sorta unnecessary. CC is based on real life physics, if something isn't directly physically possible, then it's not in the game. Besides, correct me if I'm wrong, the final CC build will probably be unmoddable.
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Fri Jul 27, 2007 12:11 am |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Lua
Kokits wrote: Besides, correct me if I'm wrong, the final CC build will probably be unmoddable. Data would be shooting himself in the foot. Why would it be unmoddable?
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Fri Jul 27, 2007 12:12 am |
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Kokits
Joined: Sun Dec 03, 2006 4:00 am Posts: 578 Location: America
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Re: Lua
I dunno, it never said anywhere that it wouldn't be unmoddable.
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Fri Jul 27, 2007 12:14 am |
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couchcaboose
Joined: Tue Oct 31, 2006 6:10 pm Posts: 358 Location: at ze kopta!
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Re: Lua
Watch, Data is really going to surprise us with the Final build. Probably going to be no script at all and fit it into one 10kb file like kkrieger.
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Fri Jul 27, 2007 12:46 am |
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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: Lua
Hehehe, yeah exactly. I do just want to play the official Campaign .
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Fri Jul 27, 2007 12:48 am |
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Xera
Joined: Fri Jul 13, 2007 12:11 pm Posts: 15 Location: Xera
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Re: Lua
Lord Tim wrote: LUA will not be put into CC for many, many reasons. Mostly because the game is pretty much built from scratch with it's own unique language, and also because Data isn't going to convert all this work just so that you don't have to learn a new language. LUA is built for 3D games anyways. Lua isn't made for anything specific, you could use it with Apache HTTP Server if you wanted. Heck, you could make your own HTTP server with Lua and a sockets module. Lua is designed to be dynamic and can be used in almost anything. Data wrote: We have seriously considered LUA support, and it's still not off the table. It could be integrated with the current system and wouldn't replace it. It would, however, make it possible to affect behavior a lot more powerfully than now.
Perhaps we'll rewrite the AI system to take make use of it, and expand from there... Awesome. Sorry for bumping.
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Sun Jul 29, 2007 3:20 pm |
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Morbo!
Joined: Fri Oct 27, 2006 8:35 pm Posts: 167 Location: Bradford, England
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Re: Lua
Xera wrote: easier to understand(And read ) No. With Lua you have to use all these 'callfunctions', 'ends' and ♥♥♥♥ like that that i don't understand.
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Tue Jul 31, 2007 10:11 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Lua
Holy ♥♥♥♥.
Do some people seriously think that the current code is hard? With enough imagination you can make anything with it if you combine the right stuff and you know how they work. Xera, pack your stuff and take that lua with you.
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Tue Jul 31, 2007 10:26 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Lua
Before I moddded: I was scared of the code. Seriously. I had no idea what any of it meant. When I was modding: I made mistakes, but it was easy! After I modded: It didn't get much attention.. Still, It was fun to make.
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Tue Jul 31, 2007 11:35 am |
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Xera
Joined: Fri Jul 13, 2007 12:11 pm Posts: 15 Location: Xera
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Re: Lua
Morbo! wrote: Xera wrote: easier to understand(And read ) No. With Lua you have to use all these 'callfunctions', 'ends' and ♥♥♥♥ like that that i don't understand. You can't understand something simple like: Code: player = CurrentPlayer() --gets the current clone alive = IsAlive(player) --checks if the current clone is alive if(alive == true) then --if alive is true then Kill(player) --kill the clone end --close the 'if'
? lol. numgun wrote: Holy ♥♥♥♥.
Do some people seriously think that the current code is hard? With enough imagination you can make anything with it if you combine the right stuff and you know how they work. Xera, pack your stuff and take that lua with you. I'm not saying I can't understand the current system but it's messy as hell. (No delimiters or parenthesis)
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Tue Jul 31, 2007 12:54 pm |
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lololn00b
Joined: Sat Jun 30, 2007 12:10 pm Posts: 93 Location: Here
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Re: Lua
Xera wrote: Morbo! wrote: Xera wrote: easier to understand(And read ) No. With Lua you have to use all these 'callfunctions', 'ends' and ♥♥♥♥ like that that i don't understand. You can't understand something simple like: Code: player = CurrentPlayer() --gets the current clone alive = IsAlive(player) --checks if the current clone is alive if(alive == true) then --if alive is true then Kill(player) --kill the clone end --close the 'if'
? lol. I'm not saying I can't understand the current system but it's messy as hell.(no delimiters or parenthesis) Where can you possibly shove that in CC? If player is alive then he is alive, if he is dead he is dead There is no need for a variable to prove that
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Tue Jul 31, 2007 1:01 pm |
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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: Lua
Well... LUA could be used for Campaigns . Like making infinite spawns . Clean a area from Land. (To prevent blockage) while i != 1 Spawn("Green Clone",500,1000) Wait(1000) end
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Tue Jul 31, 2007 4:17 pm |
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Kokits
Joined: Sun Dec 03, 2006 4:00 am Posts: 578 Location: America
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Re: Lua
Morbo! wrote: Xera wrote: easier to understand(And read ) No. With Lua you have to use all these 'callfunctions', 'ends' and ♥♥♥♥ like that that i don't understand. And just because YOU don't understand it makes it hard to everyone else?
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Tue Jul 31, 2007 8:03 pm |
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