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Plutonium IW5 - The future of scripting

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  • Thanatos Offline
    Thanatos Offline
    Thanatos
    wrote on last edited by
    #21

    +1 javascript

    1 Reply Last reply
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    • LastDemon99 Offline
      LastDemon99 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.

      S3VDITO RektInator 2 Replies Last reply
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      • LastDemon99 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.

        S3VDITO Offline
        S3VDITO 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
        LastDemon99 1 Reply Last reply
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        • LastDemon99 Offline
          LastDemon99 Offline
          LastDemon99
          wrote on last edited by
          #24
          This post is deleted!
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          • S3VDITO 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
            LastDemon99 Offline
            LastDemon99 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

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            • LastDemon99 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.

              RektInator Offline
              RektInator 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
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              • Ghostman Offline
                Ghostman Offline
                Ghostman
                wrote on last edited by
                #27

                amxx pawn is easy to read and write.

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

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

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                  • BuIlDaLiBlE Offline
                    BuIlDaLiBlE 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)

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                    • MH11 Offline
                      MH11 Offline
                      MH11
                      wrote on last edited by
                      #30

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

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                      0
                      • Zwambro Offline
                        Zwambro Offline
                        Zwambro
                        wrote on last edited by
                        #31

                        InfinityScript

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

                          Definitly JavaScript with support for ES6 😉

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                          • Dynamiquel Offline
                            Dynamiquel Offline
                            Dynamiquel
                            wrote on last edited by Dynamiquel
                            #33

                            Rust?
                            Maybe Wren?

                            1 Reply Last reply
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