Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. Announcements
  3. Plutonium IW5 - The future of scripting

Plutonium IW5 - The future of scripting

Scheduled Pinned Locked Moved Announcements
33 Posts 29 Posters 4.9k Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Thanatosundefined Offline
    Thanatosundefined Offline
    Thanatos
    wrote on last edited by
    #21

    +1 javascript

    1 Reply Last reply
    0
    • LastDemon99undefined Offline
      LastDemon99undefined Offline
      LastDemon99
      wrote on last edited by
      #22

      c # is a nice easy-to-use language, teknogods uses InfinityScript, I used it for different projects and you can do practically anything in the game.

      S3VDITOundefined RektInatorundefined 2 Replies Last reply
      0
      • LastDemon99undefined LastDemon99

        c # is a nice easy-to-use language, teknogods uses InfinityScript, I used it for different projects and you can do practically anything in the game.

        S3VDITOundefined Offline
        S3VDITOundefined Offline
        S3VDITO
        wrote on last edited by
        #23

        +1 for LUA

        LastDemon99 The language is good, but IS(Infinity Script) was too cut back

        • InfinityScript could not return arrays CallFunction or Fields (self.pers / BulletTrace / GetEntArray(fixed with cycle for 0 to 2048 and check field) and other)
        • InfinityScript could not create new threads as it was done in GSC (there is version IS 1.5.2 there it was solved using IEnumertor)
        • InfinityScript inadequately handled more Notify (goal, greande_fire, missile_fire and other [goal and others notifies has not been fixed even with the introduction of WaitTills simulation on IS 1.5.2])
          IS worked poorly...
          I wrote a fairly large script on IS and thought that I would die trying to circumvent its limits
          I don’t think that someone will fix it all, and if you fix it all, then the old scripts written on the old version are unlikely to work
        LastDemon99undefined 1 Reply Last reply
        0
        • LastDemon99undefined Offline
          LastDemon99undefined Offline
          LastDemon99
          wrote on last edited by
          #24
          This post is deleted!
          1 Reply Last reply
          0
          • S3VDITOundefined S3VDITO

            +1 for LUA

            LastDemon99 The language is good, but IS(Infinity Script) was too cut back

            • InfinityScript could not return arrays CallFunction or Fields (self.pers / BulletTrace / GetEntArray(fixed with cycle for 0 to 2048 and check field) and other)
            • InfinityScript could not create new threads as it was done in GSC (there is version IS 1.5.2 there it was solved using IEnumertor)
            • InfinityScript inadequately handled more Notify (goal, greande_fire, missile_fire and other [goal and others notifies has not been fixed even with the introduction of WaitTills simulation on IS 1.5.2])
              IS worked poorly...
              I wrote a fairly large script on IS and thought that I would die trying to circumvent its limits
              I don’t think that someone will fix it all, and if you fix it all, then the old scripts written on the old version are unlikely to work
            LastDemon99undefined Offline
            LastDemon99undefined Offline
            LastDemon99
            wrote on last edited by
            #25

            S3VDITO Yeah, I know, I just used it as an example. IS had many errors, regarding BulletTrace, and the Notifys you mention, I remember getting the correct values in version 1.1

            1 Reply Last reply
            0
            • LastDemon99undefined LastDemon99

              c # is a nice easy-to-use language, teknogods uses InfinityScript, I used it for different projects and you can do practically anything in the game.

              RektInatorundefined Offline
              RektInatorundefined Offline
              RektInator
              Plutonium Admin
              wrote on last edited by
              #26

              LastDemon99 said in Plutonium IW5 - The future of scripting:

              c # is a nice easy-to-use language, teknogods uses InfinityScript, I used it for different projects and you can do practically anything in the game.

              C# is not a scripting language and is in fact a terrible choice for scripting.

              1 Reply Last reply
              1
              • Ghostmanundefined Offline
                Ghostmanundefined Offline
                Ghostman
                wrote on last edited by
                #27

                amxx pawn is easy to read and write.

                1 Reply Last reply
                0
                • Commissar Dinxyundefined Offline
                  Commissar Dinxyundefined Offline
                  Commissar Dinxy
                  wrote on last edited by
                  #28

                  +1 for JavaScript, +0.5 to Lua (good language but can be limited)

                  1 Reply Last reply
                  0
                  • BuIlDaLiBlEundefined Offline
                    BuIlDaLiBlEundefined Offline
                    BuIlDaLiBlE
                    wrote on last edited by
                    #29

                    Either Lua or JavaScript - both of them are better than whatever was before (also I'm voting for them because I have at least some experience with them :P)

                    1 Reply Last reply
                    0
                    • MH11undefined Offline
                      MH11undefined Offline
                      MH11
                      wrote on last edited by
                      #30

                      It would be great if it was possible to use old plugins/scripts as well

                      1 Reply Last reply
                      0
                      • Zwambroundefined Offline
                        Zwambroundefined Offline
                        Zwambro
                        wrote on last edited by
                        #31

                        InfinityScript

                        1 Reply Last reply
                        0
                        • Fxmundefined Offline
                          Fxmundefined Offline
                          Fxm
                          wrote on last edited by
                          #32

                          Definitly JavaScript with support for ES6 😉

                          1 Reply Last reply
                          0
                          • Dynamiquelundefined Offline
                            Dynamiquelundefined Offline
                            Dynamiquel
                            wrote on last edited by Dynamiquel
                            #33

                            Rust?
                            Maybe Wren?

                            1 Reply Last reply
                            0
                            Reply
                            • Reply as topic
                            Log in to reply
                            • Oldest to Newest
                            • Newest to Oldest
                            • Most Votes


                            • 1
                            • 2
                            • Login

                            • Don't have an account? Register

                            • Login or register to search.
                            • First post
                              Last post
                            0
                            • Recent
                            • Tags
                            • Popular
                            • Users
                            • Groups
                            • Donate