May 20, 2005, 05:12 AM | |
I'd rather see something like choosemusic("filename.j2b", true). Or just
Code:
level.music.file = "filename.j2b" level.music.loop = true Code:
player.position.x = 5 or player.posx = 5 Code:
trigger WARP_ENTER { player.position.x = WARP_TARGET[0] player.position.y = WARP_TARGET[1] print(PLAYER_ID." warped to ".WARP_TARGET." via warp number ".WARP_ID) } Just some ideas. Last edited by Stijn; May 20, 2005 at 05:22 AM. |
May 20, 2005, 05:28 AM | |
A special spawning function wouldn't be needed then, you could just do something like this:
Code:
create_object("foo") foo.position.x = 5 foo.position.y = 9 foo.status.active = true foo.status.visible = true foo.gameplay.behaviour = BEHAVIOUR_TURTLE foo.gameplay.friendly = false foo.sprite = SPRITE_TURTLE Last edited by Stijn; May 20, 2005 at 06:04 AM. |
May 20, 2005, 10:56 AM | |
I'd prefer a VB-style syntax as it's easy to pick up and use. And object-orientated sounds good, as that makes it easy to dynamically drop stuff in.
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May 20, 2005, 12:44 PM | ||
Quote:
Code:
trigger KEY_PRESS { if(KEY_ID==116) { $allow_respawn = true Chiyu.kill($allow_respawn) Chiyu.send("Server killed you, because he wanted to") } } |
May 20, 2005, 01:04 PM | |
I support Monolith's idea of incorporating a scripting language designed for incorporation, such as Python, TCL, or Lua. This would be much easier than inventing (and parsing\interpreting\etc.) our own. However, it's still a good idea to brainstorm function and object ideas like Odin, Bloodrabbit, and sers have been doing.
Realize, though, that we don't have direct access to anything. All properties and actions would have to occur through memory hacking. There is currently no known way of spawning players or objects.
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May 20, 2005, 02:40 PM | |
You could always be fancy, and use the MS Scripting parser thing (and let people write in VBScript or JavaScript). That way all you have to do is provide a bunch of objects for use by the script. Whatever's used should be something designed for this, and not something like IRC syntax (which has its uses but not as a scripting language).
I'd suggest at a minumum Game, Player and Event classes. You could then add subclasses like Baddie, Boss, Weapon, Shield, Food and so on. Game would be the grand-daddy of them all, and do things like manage game state and provide a method for accessing and adding Players and Events. Player would contain access to the state for a specific player, like health, ammo, gems, coins, etc. Event would contain the event params and location. Child classes of Event could have more specific details, like the current health and location of a baddie. |
Jul 13, 2005, 03:39 AM | |
Completely unrealistic. Not going to happen. Just think about the synching problems between the game network sending a "shot fired" event, and your scripting network doing the same.
(On a side note, if you ARE going to try this, I suggest lua.) |
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