CubeScript limitations
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2013-11-07, 11:01 AM
(This post was last modified: 2014-10-13, 09:39 AM by asmanel.)
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CubeScript limitations
The CubeScript is a practical script language. It allow nice changes without recompile the game but its possibilities remain very limited.
Technically, there are lots of extend of this language that are possible with minor changes of the C++ source code. There also are suggested or requested extends that require more important changes in the source code (such as the CubeScript defined weapons and gamemodes). Finally, there also are limitations of the use of some commands that are not actually easy to understand (record demo is impossible in single player, coop edit is, by default, denied in multiplayer, etc...). The AC developper added, in AC 1.2, dozens of new functions and variables to the AC Cubescript, including at least thirteen new triggers. I think the ACR CubeScript need some extends (more hardcoded variables and functions and the removal of absurd limitations). I wait, of course, your reactions. They was confident : "Only some thousands of bricks, and it will look like something !"
More a community is little, more the "others will do it" way to think is dangerous for it. |
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Messages In This Thread |
CubeScript limitations - by asmanel - 2013-11-07, 11:01 AM
RE: CubeScript limitations - by Victor - 2014-10-13, 07:26 PM
RE: CubeScript limitations - by asmanel - 2014-10-14, 04:50 PM
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