lua scripting is very easy to code for, and it is usually map-side. can do very powerful things, without learning C++. possibly incorparte so we can have rather cool maps?
This is not possible since we do not have the source code of the Unreal Engine 3.
And UnrealScript is also a powerful C++ like language!
EDIT: Easy to learn too
k, why don't you just learn C++ so we don't have all these stupid scripting languages going around. They're all as powerful as C++ and many of the same features so they really aren't really easier to learn. I always thought the main purpose of scripting is so you can change code and reload it while in the game but you can't even do that with UnrealScript, so what's the point?
I hate scripting...
LOL! Is there something you don't hate, Overstatement?
he needs to get more sun.....its making him depressed.
Darkness is to depression, what the sun is to skin cancer. You just can't win... :(
Quote from: Overstatement on September 29, 2007, 12:56:00 AM
I always thought the main purpose of scripting is so you can change code and reload it while in the game
Really?
I always thought the purpose of scripting was to provide a layer of abstraction so you didnt have to muck around in the guts of the program. This way, you can have several different mods cooperate with a single executable without having to compile a single thing.
This is analogous to having APIs so you dont need have to know how to talk directly to whatever hardware you're using just to write a program like notepad.
Although, I'm not really a programmer.
No, we won't intergrate LUA scripting into PS, we can't and don't need it.
At first, UnrealScript is as powerfull as LUA.
Second, you won't need scripting to do cool things, just a map editor.
PERIOD, I'm not telling more about this.
Why is everyone so... annoyed or irritated? ???
Quote from: frvge on September 29, 2007, 06:05:30 PM
Why is everyone so... annoyed or irritated? ???
I'm not irritated or annoyed... ;D
Quote from: LennardF1989 on September 29, 2007, 05:58:29 PM
No, we won't intergrate LUA scripting into PS, we can't and don't need it.
At first, UnrealScript is as powerfull as LUA.
Second, you won't need scripting to do cool things, just a map editor.
PERIOD, I'm not telling more about this.
I love how he has the final say.
In this case it's unanimous though.
Quote from: iservealot on September 29, 2007, 06:20:27 PM
Quote from: LennardF1989 on September 29, 2007, 05:58:29 PM
No, we won't intergrate LUA scripting into PS, we can't and don't need it.
At first, UnrealScript is as powerfull as LUA.
Second, you won't need scripting to do cool things, just a map editor.
PERIOD, I'm not telling more about this.
I love how he has the final say.
In this case it's unanimous though.
Thank you :D
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
I always thought the purpose of scripting was to provide a layer of abstraction so you didnt have to muck around in the guts of the program.
C++ has a perfectly good way to do this. DLLs. And you can load and reload them at runtime (after you've compiled them). From first hand experince (I get bored and look around source code); Doom3, Farcry and Civilization 4 use DLLs for mods.
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
This way, you can have several different mods cooperate with a single executable without having to compile a single thing.
UnrealScript runs on a virtual machine which means you get the worst of both worlds, you get to compile it AND it doesn't run as fast as a compiled language AND you can't reload stuff inside the game, yay! (the last point comes from iservealot, blame him if I'm wrong).
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
This is analogous to having APIs so you dont need have to know how to talk directly to whatever hardware you're using just to write a program like notepad.
Oh, everything is an API. I would probably say that UnrealScript includes an API. Declared functions defined in hidden space? Yep, it's an API. If you provide a means to access and use a piece of software (like an game engine) without giving away your source code and secrets, it's an API and don't need to invent your own language to do it.
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
Although, I'm not really a programmer.
That's ok, I like spreading knowledge. ;D
Quote from: Overstatement on September 29, 2007, 09:24:38 PM
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
I always thought the purpose of scripting was to provide a layer of abstraction so you didnt have to muck around in the guts of the program.
C++ has a perfectly good way to do this. DLLs. And you can load and reload them at runtime (after you've compiled them). From first hand experince (I get bored and look around source code); Doom3, Farcry and Civilization 4 use DLLs for mods.
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
This way, you can have several different mods cooperate with a single executable without having to compile a single thing.
UnrealScript runs on a virtual machine which means you get the worst of both worlds, you get to compile it AND it doesn't run as fast as a compiled language AND you can't reload stuff inside the game, yay! (the last point comes from iservealot, blame him if I'm wrong).
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
This is analogous to having APIs so you dont need have to know how to talk directly to whatever hardware you're using just to write a program like notepad.
Oh, everything is an API. I would probably say that UnrealScript includes an API. Declared functions defined in hidden space? Yep, it's an API. If you provide a means to access and use a piece of software (like an game engine) without giving away your source code and secrets, it's an API and don't need to invent your own language to do it.
Quote from: MR.Mic on September 29, 2007, 11:22:49 AM
Although, I'm not really a programmer.
That's ok, I like spreading knowledge. ;D
It's suprising too see how you took the time to actually answer every part of hes post :P
meh, im mostly experened(sp?) with the Source engine. it uses .exes, mostly. hell, it has a little wizard you can use, and it creates a bare-bones mod with netcode and everything. but if you need to make new weapons, i think you need to use C++. take a look at fortress-forever.com, its amazing how much stuff they got done with the SDK.
If you have experience with scripting/programming and interest in Project Stealth and of course, some spare time, you can always make a post in the "Join Us" forum :)