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Author Topic: Fauvorite scripting language?  (Read 1827 times)

jcarrion

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Fauvorite scripting language?
« on: January 02, 2017, 07:31:10 AM »
hi ..
Im implementing a in-game Modding (scripting ?) language ( with in-game editor ,debugger, etc )  to allow the users to script/create/ custom missions ,tutorials, mini games, challenges, etc..

( an obvious  example would to be able to create the Apollo 13 seqcuence of failures , via a scripted mod ).  Or to add more detailed capcom radios ,or -say- implement the logic for missions that the developer is too lazy or too drunk  to implement himself ( Venus-flyby?)

ok. out of curiosity ?

How many people are familiar with LUA?

https://en.wikipedia.org/wiki/Lua_(programming_language)

It seems to be a de-facto standard in game modding ( that cube-world  Minecraft -I think- ) uses it . It is relatively easy to learn , user friendly enough , and a good start for those who want to learn coding . But the best thing is that -being  interpreted- is perfect for  in-game modding . More and more games are implementing it .

Marz13

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Re: Fauvorite scripting language?
« Reply #1 on: January 02, 2017, 10:42:18 PM »
How much customization would this allow? Custom scenarios, custom crafts, custom controlls.  Could some-one change staging order?

jcarrion

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Re: Fauvorite scripting language?
« Reply #2 on: January 03, 2017, 04:50:50 AM »
How much customization would this allow? Custom scenarios, custom crafts, custom controlls.  Could some-one change staging order?
Pretty much anything .
-Customs scenarios , customs autopilots, customs play modes , of course staging order ,etc
custom audios, custom controls,  external hardware,

other than the spacecrafts graphics/models themselves, everything really.

machala

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Re: Fauvorite scripting language?
« Reply #3 on: January 03, 2017, 08:34:40 AM »
I think LUA definitely cannot be a bad choice. I'd go for it.

 

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