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Plutonium IW5 - The future of scripting

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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
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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.

      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

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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.

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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)

                1 Reply Last reply
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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)

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

                      InfinityScript

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

                        Definitly JavaScript with support for ES6 😉

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

                          Rust?
                          Maybe Wren?

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