I'm curious, why are you so adamant on defending ACS for core-gameplay-scripting still? Your programming skill and understanding is obviously not a limiting factor here, so I really don't understand why you're still insistent on hanging on to the ACS VM, which is ULTRA LIMITED for core-gameplay-scripting (so limited that you have to rely on a third-party/separately-maintained compiler that internally works around said limitations).The Zombie Killer wrote:Oh I'm aware, I was merely sharing my own stance on those things.
ZScript allows you to directly access whatever you need, the things you can alter and modify just "glues" better with the base engine (since you are basically using the same tools that the entire engine itself is using for its core gameplay and mechanics), has better/more integrated API... heck, the direct screen drawing, uncapped frame rate and direct access to keyboard and mouse inputs for UIs alone is one reason I will never go back to ACS anymore for core-gameplay-scripting.
Personally, I have ditched every cringey gameplay-related ACS work I've done over the past years and am fully ZScript now. I only use acc.exe for its original purpose - level scripting. Moving floors, opening doors, things like that.
Not trying to attack you, just trying to understand why are you against jumping on board ZScript for gameplay scripting.