
5 Proprietary developed games, later released under varying licenses.3 Open-source remakes with non-free data from the proprietary original.Sure, but do you have an idea about what to show in it? So far all the scripts I've written for it were quick tests to make sure that all the features are working correctly. (10-13-2014, 12:44 PM)Maddin Wrote: I´d like to see it in action, care to make an example video? RE: A script engine written in QuakeC - Melanosuchus - 10-14-2014 OMFG were gonna see technolcolor pony porn (10-13-2014, 12:44 PM)Maddin Wrote: care to make an example video?

RE: A script engine written in QuakeC - end user - 10-13-2014

Thumbs up for your work! I´d like to see it in action, care to make an example video? You could essentially do everything with it, control every entity and even create camera sequences/ cutscenes. I remember back the day working on some Jedi Knight Outcast maps (uses modified Quake 3 Engine) which also had a scripting tool allowing for some really crazy stuff. RE: A script engine written in QuakeC - Maddin - 10-13-2014 Perhaps it should be sealed tight to avoid crashes though We already have some nice "programmability" with target_spawn and the range of triggers though, I think the difficulty of handling it makes it more charming. I didn't think of mapping, that's a great idea. Gamecode that refines itself live (its aliiiiive! :S) Scripted map events / entities (SP just got a little easier to accomplish)īOT Scripts (we need to get Mirio under better control! ) RE: A script engine written in QuakeC - tZork - 10-13-2014Īnd im sure theres possible uses for it, just need to find them! Yes, it required some minor changes (mostly due to different entity fields in menu) but it works fine. RE: A script engine written in QuakeC - Melanosuchus - 10-13-2014 Can this be plugged into menu QC (without entity access then) to be useable by clients on any server? It's a bit sad that there is no real use for this. Nice, now that's a proper benchmark against existing alternatives RE: A script engine written in QuakeC - Mr. Recolored += hsv(i/strlen(string),0.75,1) + substring(string,i,1) It's much faster and more efficient than the console alias hack (and more readable too ) RE: A script engine written in QuakeC - Melanosuchus - 10-12-2014 In CSQC, I don't know what clients would use it for really, except maybe rainbow text?
#Xonotic forums scripting code#
What kind of use do you envision? In servers you may as well code in QC directly. Blub\0 gave this a thumbs up for the effort on #gmqccĪs for usefulness, I don't know. I made it just for fun, does anyone know if something of this kind can be of any use? Print ( "Take one down, pass it around, you got " + buckets_of_oats(n-1) + Wallstring = n = 1 ? "WAAAAALLLL!!!" : "wall" Print ( buckets_of_oats(n) + " on the wall, " + buckets_of_oats(n) + "!" ) Return n+" "+pluralize("bucket",n)+" of oats" Semicolons can be replaced by commas so it's easier to execute snippets from the console.įollows a simple script which gives a basic idea of the syntax: It has a C-like syntax, I guess somewhat similar to JavaScript. I've only tested it in server code but it should work fine in menu and client too.

The interpreter is accessible via a command which can either run a file or a single line. It currently supports the following features: I'm not sure if this is an interesting concept or just a stupid idea.Īnyway, I managed to make it. Yesterday I thought it would be fun to make a script interpreter in QuakeC and so I did. +- Thread: A script engine written in QuakeC ( /showthread.php?tid=5121)Ī script engine written in QuakeC - Melanosuchus - 10-11-2014 A script engine written in QuakeC - Printable Version
