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Re: Lua
Posted: Sun Nov 11, 2007 3:07 pm
by Graf Zahl
Nash wrote: (complete with a

emoticon)
You know, that thing there actually scared me...

Re: Lua
Posted: Sun Nov 11, 2007 3:44 pm
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?
Re: Lua
Posted: Sun Nov 18, 2007 2:48 pm
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?
Re: Lua
Posted: Sun Nov 18, 2007 8:03 pm
by HotWax
From what I've seen of it, that certainly seems to be the case.
Re: Lua
Posted: Mon Nov 19, 2007 2:17 am
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.
Re: Lua
Posted: Mon Nov 19, 2007 12:28 pm
by Risen
I'm probably going to have to rewrite the whole project I'm working on now...
Re: Lua
Posted: Mon Nov 19, 2007 6:17 pm
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...
Re: Lua
Posted: Mon Nov 19, 2007 6:57 pm
by Risen
Hopefully there will be a significant performance boost in it for us both.