Attn: Mappers / Lua scripters
As a challenge to myself, I decided to write a small script editor for FF's Lua scripting. Right now, it's nothing too special, however I do have some features planned that should make it quite a bit easier for mappers to quickly get their maps scripted.
Current features:
How many people would be interested in using something like this? I am still going to continue devloping this regardless because it is a great way for me to learn something new, just curious as to how popular it would be if I released it to the public :o |
Great, I've been wanting something like this. Currently I have syntax highlighting in UltraEdit, but it'd be nice to have functions and class objects easy to find without having to look up the LUA Commands post. :D
Looks great, keep up the good work! |
Sounds like a useful thing to have... Get it done yesterday! :-P
Seriously, good idea. I can see this being very useful, especially for mappers who aren't used to programming/scripting in any way. |
im LUA ignorant and hell yea id love something like this!
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http://notepad-plus.sourceforge.net/uk/site.htm
Why bother making another one? ;) edit: oops this of course only has a syntax highlight feature. |
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does it help you to understand the code, or does it just make writing the code happen a little faster when you already understand it?
it does sound promising. |
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1.) Color code, so it's easier to read, thus making it easier to understand. 2.) Code completion helps limit the chance of a typo, thus making it easier to code, without little errors creeping up from a simple typo. Now, once the FF wiki is released and documented, it will be easier for certain information to be added to the program, such as exactly what parameters a function accepts / returns. That, will help some people understand the code easier. All in all, anyone can code C++ / LUA in notepad. Yet, having a proper editor such as Microsoft Visual C++ / L0ki's soon to be program, makes reading, understanding, and producing code much simpler for all. So, no matter how you look at it, this project is helpful. So, simply to answer you're question, it basically does both, but it's not a miracle worker, if you have no coding knowledge at all, it won't make you a pro. Yet, as he said, he's adding some handy functions such as the Team / Class editor, which will help people code who have no knowledge at all. Can't wait for it L0ki :D |
Yeah this would be great. I've been using the AMXX Studio for my lua files (which you can setup to do what you're in development of), but a studio specifically for FF lua would be so much better.
Please keep developing this :)! |
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entity I have a simple test map uploaded, that was used as an example for setting "state specific" spawn points. Should be enough for you to use. http://rapidshare.com/files/59661658/spawn_test.zip |
i dont mean to sound rude by pissing on your fireworks, but i've been using the free version of editpad pro. it rocks so much cock! (for now)
nice editor though, but i dont like your highlighting colour scheme :( this code completion stuff will be a godsend though. just make sure stuff doesnt pop up in the wrong contexts! |
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VMF entity blocks can have nested sub blocks, whereas the same BSP entity does not.
Thanks for the example, think i've got it working now. I have it so that it pulls entity names and classenames from the VMF file, now I just have to get it to compare them to whats in the script file. Any way someone could send me a more complex VMF file so I can test the code against more complex examples? I want to make sure there is nothing that would cause the code to bug out and make your computer explode :o |
So has there been more work on this?
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This looks like it is already ramping up to be a powerful tool.
I have not tried it yet (so excuse me if any of the following are already in), but I would like to see three things in it: Debug A command/button that will check if your code will work in the game. It really sucks to load up your map and get the FToD (Four Teams of Doom). Load Prefabs The ability to load prefabbed Lua files for gameplay types. Prefabs should go in a folder so other users can make them (example: a fully working flagrun prefab). Start up Lua editor, load the prefab, and modify as necessary. If no modifications are needed, then just copy/paste the Lua into your maps directory and rename it! Lua Generator Basically something with radio buttons, check buttons, and text fields where it can generate a working Lua for you. Example follows: Code:
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