LUA info
rsd
Join Date: 2003-02-11 Member: 13405Members
<div class="IPBDescription">Posted by Charlie on getsatisfaction.com</div><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Hey Zoc!
You'll get a small collection of Lua files that form the basis for NS2 and modding on Spark. They are actually pretty simple:
Actor - Extends off Entity (basic class in engine, not script). Implements basic animation, animation blending and physics behavior.
Player - Extends Actor. The whole concept of "Players" is in script! This is one of the heavier classes and has code for game movement, gravity, view models, inventory management, view angles, posing, friction, weapon effects, player FOV, handling drawing/holstering weapons and reloading.
Weapon - Extends Actor
Rifle - Extends Weapon
Target - Extends Actor (animated dummy that plays sounds)
Scoreboard.lua - Has hooks that are called by a scoreboard swf (Flash) file
Server - Hooks for when clients connect to the server and which creates Player objects and associates them with clients
PlayerUI - Used by the swf on the rifle to display ammo and clips, as well as some very simple score and game time on the HUD
PlayerSpawn and TargetSpawn - Extends entity and is a spawn point that's placed in the map.
Game - Some utility functions and very simple game rules (spawning new target dummies, tracking score when they are killed)
It's a small example but should give you an idea how powerful our mod infrastructure will be!<!--QuoteEnd--></div><!--QuoteEEnd-->
You'll get a small collection of Lua files that form the basis for NS2 and modding on Spark. They are actually pretty simple:
Actor - Extends off Entity (basic class in engine, not script). Implements basic animation, animation blending and physics behavior.
Player - Extends Actor. The whole concept of "Players" is in script! This is one of the heavier classes and has code for game movement, gravity, view models, inventory management, view angles, posing, friction, weapon effects, player FOV, handling drawing/holstering weapons and reloading.
Weapon - Extends Actor
Rifle - Extends Weapon
Target - Extends Actor (animated dummy that plays sounds)
Scoreboard.lua - Has hooks that are called by a scoreboard swf (Flash) file
Server - Hooks for when clients connect to the server and which creates Player objects and associates them with clients
PlayerUI - Used by the swf on the rifle to display ammo and clips, as well as some very simple score and game time on the HUD
PlayerSpawn and TargetSpawn - Extends entity and is a spawn point that's placed in the map.
Game - Some utility functions and very simple game rules (spawning new target dummies, tracking score when they are killed)
It's a small example but should give you an idea how powerful our mod infrastructure will be!<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
On topic, I can't wait to play with it. I love making scripts in Garry's Mod with Lua, and this looks a lot more powerful.
On topic, I can't wait to play with it. I love making scripts in Garry's Mod with Lua, and this looks a lot more powerful.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think LUA looks better then Lua or lua. Also we're not talking about the moon here. Just a bunch of C files to say the least.
EDIT: Yes it's a language. But do we not also say "C++" and "c++". How about the language "C++/CLI"... which sometimes people refer to it as "CLI" or "MC++", due to the previous depreciated version. The reasons go on and on... how we call a language is only important to the point that people know what we're talking about. Maybe if your writing a article on the internet you might be more correct, and then you might not care :P
We're talking about the scripting language <a href="http://www.lua.org/" target="_blank">Lua</a>.
Hell if players aren't even hardcoded you could make a completely different game with lua and some art assets.
Hell if players aren't even hardcoded you could make a completely different game with lua and some art assets.<!--QuoteEnd--></div><!--QuoteEEnd-->
We can also turn the "engine test" into a full functional game with custom maps.
You didn't get the news did you? LOL
Thanks for the correction. Good to know :)