Plutonium IW5 - The future of scripting
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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.
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+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
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This post is deleted!
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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 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.
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amxx pawn is easy to read and write.
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+1 for JavaScript, +0.5 to Lua (good language but can be limited)
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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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It would be great if it was possible to use old plugins/scripts as well
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InfinityScript
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Definitly JavaScript with support for ES6
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Rust?
Maybe Wren?