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Plutonium IW5 - The future of scripting

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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.

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    • 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 😋

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

        +1 javascript

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        • 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!
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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

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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.

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

                    amxx pawn is easy to read and write.

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                    • 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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                      • 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

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                          • 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 😉

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

                                Rust?
                                Maybe Wren?

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