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I want to remind you that multiplayer maps should be as simple as possibleeven doors are not good for MP maps
Dont depend on people paying attention to whats going on around them. If they run up to it and nothing happens then they will forget about it.
Hey, you are the second guy who needs scripting language in trem. I need it too. Would be really great for mission based maps. But I would prefer LUA as language.
like a dialing stargate which dasprid was (is/will) working on (talked about in hammunaptra thread)Quote I stole taht idea and i'm working on a stargate map
I stole taht idea and i'm working on a stargate map
Thats what we need, helpful players, not more powerful admins.
Instead of a mapping scripting language, i would prefer a simple one that can be used for clients, say for binds. One that had basic logic (if, else, and, or, then, etc), variable variables ($playercount$, $nextstage$) and garbage collection.
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
Let us first try to make some maps that are worthy of coding a scripting system.
Quote from: "Paradox"Instead of a mapping scripting language, i would prefer a simple one that can be used for clients, say for binds. One that had basic logic (if, else, and, or, then, etc), variable variables ($playercount$, $nextstage$) and garbage collection.it would be way too easy to abuse a client side scripting language that can do conditional branching and knows things about the game state.
Quote from: "kevlarman"Quote from: "Paradox"Instead of a mapping scripting language, i would prefer a simple one that can be used for clients, say for binds. One that had basic logic (if, else, and, or, then, etc), variable variables ($playercount$, $nextstage$) and garbage collection.it would be way too easy to abuse a client side scripting language that can do conditional branching and knows things about the game state.Maprotation has logic and variables.
Quote from: "Paradox"Quote from: "kevlarman"Quote from: "Paradox"Instead of a mapping scripting language, i would prefer a simple one that can be used for clients, say for binds. One that had basic logic (if, else, and, or, then, etc), variable variables ($playercount$, $nextstage$) and garbage collection.it would be way too easy to abuse a client side scripting language that can do conditional branching and knows things about the game state.Maprotation has logic and variables.maprotation isn't client side.
Ah, but what about maps that were never started because of a lack of a scripting system?
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
Quote from: "techhead"Ah, but what about maps that were never started because of a lack of a scripting system?If you cannot make a good map because of the abcense of a scripting system, you lack mapping skills and should practice more. A scripting system is only an addition to a map making it even better(or worse), not the basis on which to build a map.
a simple (Stage==1) ? buy prifle : buy lucysystem couldn't really be abused, and you could have a few vars, like your stage, creds, equipment, and teams.Loops would be bad, especially for spam.Events would be very useful, but also abusable, but the conditionals would be great.Obviously I would prefer bash in the console, but that isnt ever going to happen
Seems like we got 2 topics going on at once, one for a mapping scripting language, and one for a client scripting language. Should i split the posts?
Let's face it guys, we can talk forever about this, but who is actually going to code it?