Lua

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: Lua

Post by Graf Zahl »

Nash wrote: (complete with a :( emoticon)

You know, that thing there actually scared me... :mrgreen:
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Kate
... in rememberance ...
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Re: Lua

Post by Kate »

Then maybe the doomscript stuff should be split into it's own thread and the original Lua topic shoved into Off-Topic for further discussion if anyone has anything to add?
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Nash
 
 
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Re: Lua

Post by Nash »

I have another question.

Will mod authors have access to data like an actor's target (and all data contained in that said target, like inventory), missile owner, and parent/child relationships - and do whatever they see fit with these data?
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HotWax
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Re: Lua

Post by HotWax »

From what I've seen of it, that certainly seems to be the case.
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Graf Zahl
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Re: Lua

Post by Graf Zahl »

Nash wrote:I have another question.

Will mod authors have access to data like an actor's target (and all data contained in that said target, like inventory), missile owner, and parent/child relationships - and do whatever they see fit with these data?

You will have access to every information an actor has, except maybe a few fields that are for internal engine use only.
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Risen
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Re: Lua

Post by Risen »

I'm probably going to have to rewrite the whole project I'm working on now...
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Nash
 
 
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Re: Lua

Post by Nash »

Likewise, Risen.

I imagine it would be a lot of more fun to do it the "right way" than the current army hacks I have right now, though. I'm going to enjoy the rewriting process I think...
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Risen
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Re: Lua

Post by Risen »

Hopefully there will be a significant performance boost in it for us both.
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