10-04-2007, 10:52 PM | #1 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
|
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 |
|
10-04-2007, 10:57 PM | #2 |
Newb
|
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.
Looks great, keep up the good work! |
|
10-04-2007, 11:01 PM | #3 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
|
Sounds like a useful thing to have... Get it done yesterday!
Seriously, good idea. I can see this being very useful, especially for mappers who aren't used to programming/scripting in any way.
__________________
Preferable to death. But only just...
|
|
10-04-2007, 11:05 PM | #4 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
|
im LUA ignorant and hell yea id love something like this!
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
|
10-04-2007, 11:45 PM | #5 |
Nutcracker
|
http://notepad-plus.sourceforge.net/uk/site.htm
Why bother making another one? edit: oops this of course only has a syntax highlight feature. |
|
10-05-2007, 04:50 PM | #6 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
10-05-2007, 09:40 PM | #7 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
|
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. |
|
10-05-2007, 10:08 PM | #8 | |
Newb
|
Quote:
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 |
|
|
10-06-2007, 03:50 AM | #9 |
QUAD ROCKET
Server Owner
Fortress Forever Staff Join Date: Jul 2007
Class/Position: Soldier Gametype: Rocket Jumping Affiliations: -g1 ]qS[ -eC- :e0: [ESAD] Posts Rated Helpful 11 Times
|
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 ! |
|
10-06-2007, 07:51 PM | #10 | |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
10-06-2007, 09:09 PM | #11 | |
Newb
|
Quote:
Code:
entity { "id" "88" "classname" "trigger_ff_script" "spawnflags" "1" "origin" "404 136 -95.5" "targetname" "spawn_special" solid { "id" "82" side { "id" "132" "plane" "(339 206 -95) (469 206 -95) (469 66 -95)" "material" "TOOLS/TOOLSNODRAW" "uaxis" "[1 0 0 -4] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "131" "plane" "(339 66 -96) (469 66 -96) (469 206 -96)" "material" "TOOLS/TOOLSNODRAW" "uaxis" "[1 0 0 -4] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "130" "plane" "(339 206 -95) (339 66 -95) (339 66 -96)" "material" "TOOLS/TOOLSNODRAW" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 -32] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "129" "plane" "(469 206 -96) (469 66 -96) (469 66 -95)" "material" "TOOLS/TOOLSNODRAW" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 -32] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "128" "plane" "(469 206 -95) (339 206 -95) (339 206 -96)" "material" "TOOLS/TOOLSNODRAW" "uaxis" "[1 0 0 -4] 0.25" "vaxis" "[0 0 -1 -32] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "127" "plane" "(469 66 -96) (339 66 -96) (339 66 -95)" "material" "TOOLS/TOOLSNODRAW" "uaxis" "[1 0 0 -4] 0.25" "vaxis" "[0 0 -1 -32] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } editor { "color" "220 30 220" "visgroupshown" "1" "visgroupautoshown" "1" } } editor { "color" "220 30 220" "visgroupshown" "1" "visgroupautoshown" "1" "logicalpos" "[0 6500]" } } 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 |
|
|
10-07-2007, 01:52 AM | #12 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
|
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! |
|
10-07-2007, 05:44 PM | #13 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
10-07-2007, 06:03 PM | #14 | |
Newb
|
Quote:
Code:
{ "model" "*1" "targetname" "spawn_special" "origin" "404 136 -95.5" "spawnflags" "1" "classname" "trigger_ff_script" } |
|
|
10-07-2007, 06:18 PM | #15 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
|
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 |
|
12-07-2007, 11:04 AM | #16 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
|
So has there been more work on this?
__________________
|
|
12-16-2007, 05:03 PM | #17 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
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:
( ) (.) = Radio Buttons [ ] [x] = Checkbox [ ] [green_button ] = text field Code:
TEAMS [ ] Red [ ] Blue [x] Yellow [x] Green CLASSES RED BLUE YELLOW GREEN [ ] CIVILIAN [ ] CIVILIAN [ ] CIVILIAN [ ] CIVILIAN [ ] SCOUT [ ] SCOUT [x] SCOUT [x] SCOUT [ ] SNIPER [ ] SNIPER [x] SNIPER [x] SNIPER [ ] SOLDIER [ ] SOLDIER [x] SOLDIER [x] SOLDIER [ ] DEMOMAN [ ] DEMOMAN [x] DEMOMAN [x] DEMOMAN [ ] MEDIC [ ] MEDIC [x] MEDIC [x] MEDIC [ ] HWGUY [ ] HWGUY [x] HWGUY [x] HWGUY [ ] PYRO [ ] PYRO [x] PYRO [x] PYRO [ ] SPY [ ] SPY [x] SPY [x] SPY [ ] ENGINEER [ ] ENGINEER [x] ENGINEER [x] ENGINEER GAMEPLAY TYPE ( ) CAPTURE THE FLAG ( ) REVERSE CAPTURE THE FLAG ( ) COMMAND POINT (.) SHUTDOWN ( ) INVADE & DEFEND ( ) ATTACK & DEFEND ( ) PUSH ( ) KING OF THE HILL ( ) DEATHMATCH ( ) TEAM DEATHMATCH TRIGGERS FOR SHUTDOWN (appears dynamically) GREEN SHUTDOWN TRIGGER [green_lazerz ] GREEN SHUTDOWN BUTTON [green_button ] YELLOW SHUTDOWN TRIGGER [yellow_lazerz ] YELLOW SHUTDOWN BUTTON [yellow_button ]
__________________
Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|