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Plutonium IW5 - The future of scripting

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  • A Former User? Offline
    A Former User? Offline
    A Former User
    wrote on last edited by
    #16

    Javascript

    Boobsundefined 1 Reply Last reply
    2
    • Combineundefined Offline
      Combineundefined Offline
      Combine
      wrote on last edited by
      #17

      lua πŸ‘

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      0
      • A Former User? A Former User

        Javascript

        Boobsundefined Offline
        Boobsundefined Offline
        Boobs
        wrote on last edited by
        #18

        Spectre said in Plutonium IW5 - The future of scripting:

        Javascript

        Javascript would be cool, done something similar a while ago...

        https://github.com/Boboo99/OhBoi

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        • RektInatorundefined RektInator

          Hello Community,

          We developers are considering to implement more scripting capabilities into the game engine. This because after using chai for a week now, we realized there are quite a few issues with it we cannot solve easily. We will attempt to resolve these issues but we would also like to look at other scripting languages. If you have any ideas about this, feel free to reply to this thread. Include the scripting language you would like to see and why you would like to see this scripting language being supported. Note: The scripting language must have C++ bindings, otherwise we will not be able to implement it.

          Thanks!
          The Plutonium Staff Team

          xhibitundefined Offline
          xhibitundefined Offline
          xhibit
          wrote on last edited by
          #19

          Interesting.

          1 Reply Last reply
          0
          • LunaFolfundefined Offline
            LunaFolfundefined Offline
            LunaFolf
            VIP
            wrote on last edited by
            #20

            Lua and/or JavaScript.
            Lua because it worked well last time and I still have old projects I want to revive.
            JavaScript because it has newer shiz and because as a web dev it’s the most obvious answer I can give πŸ˜‹

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

              +1 javascript

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              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
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                  • LastDemon99undefined Offline
                    LastDemon99undefined Offline
                    LastDemon99
                    wrote on last edited by
                    #24
                    This post is deleted!
                    1 Reply Last reply
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                    • 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
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                      • 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
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                        • 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)

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                            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)

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                              • 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

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                                  • Fxmundefined Offline
                                    Fxmundefined Offline
                                    Fxm
                                    wrote on last edited by
                                    #32

                                    Definitly JavaScript with support for ES6 πŸ˜‰

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

                                      Rust?
                                      Maybe Wren?

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