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#1 |
Новичок
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Is there possible that lua engine to stay with sd2 style?
I mean would it be a help or a pain in the down side? Cause I saw mangos doing some preparation for that engine and I don't know what to think...or how to think!... A Light in this matter your me nice... Thank you in advance |
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#2 |
MaNGOS Dev
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lua has often been suggested, and equally often (that is each time) rejected.
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#3 |
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#4 |
MaNGOS Dev
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Advantages over C++ scripting? Lua is much simpler than C++, less error-prone, it has lower barrier to entry and supports hot code replacement while maintaining decent performance.
I personally think it would be great if mangos supported some kind of scripting language (not necessarily Lua) in addition to C++ scripting. |
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#5 |
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I modified the old lua engine a year ago under mangos-zero (sd2-like writing, hot reload)
If interested, I can get the patch for the mangos-zero for further porting to other branches and development.
__________________
SpellWork Qt4 |
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#6 |
Ученый
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#7 |
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it would be nice to have a simplier language to script as alternative over c++, mangos currently system.
Mayss please keep it english as much as possible... Thank you |
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#8 |
MaNGOS Dev
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i see no reason to add some additional scripting like language.
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#9 |
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well it's only an opinion and this is only a simple question and subject.
I was thinking to give user an other alternative to script a boss/fight/event in a simplier way. Many ppl don't understand C++. Maybe there is something outthere to be as an alternative to c++ |
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#12 |
MaNGOS Dev
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For writing basic scripts not need know all c++ power features.
It's possible code base at existed similar examples in existen scripts. At this level no big difference coding in any language, so i also not see reason adding another scripting language just for avoid people learn basic c++ coding.
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Так как устал объяснять знайте ICQ не пользуюсь Последний раз редактировалось Vladimir; 15.01.2013 в 10:08. |
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#13 |
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well there is no need ... as you said... there are so many examples that you don't really need to know c++
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#14 |
MaNGOS Dev
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and we have perfectly fine EventAI and DB scripting for the simple stuff.
So infact Lua would be reasonable for the scripts that are too complicated for EventAI and simple enough for Lua. 1) These are very few! 2) This might draw people from SD2 3) This might draw people from EventAI 4) This would only drain the simple scripts from SD2 away, which will result in SD2 only holding complicated scripts, which will make it even more difficult for newbees to start with SD2 (which we already made more complicated by removing gossip scripts) 5) It will require maintenance in the core 6) Lua scripts itself will require maintenance (overhead like forums etc..) |
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#15 |
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тестируйте) salja добавил в 1.12.1 луа энжин
https://github.com/Salja/server/commits/master |
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Пользователь сказал cпасибо: | Mayss (21.01.2013) |
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#16 |
RuDB Dev
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Возможно у этой темы будет продолжение. Поскольку в кеше клиента появились скрипты сценариев (SceneScript.adt).
Код:
REPLACE INTO scene_script VALUES ('ruRU', 9422, 'Silvermoon 5.1: zto - One Last Grasp - Init', '---------------------- -- Helper Functions -- ---------------------- function refugeeStance( actor ) local emoteArray = { Animations.Sleep; Animations.Stand; Animations.SitGround; Animations.KneelLoop; } local emoteSomething = emoteArray[math.random(#emoteArray)] PlayLoopingSplitBodyAnim( actor, emoteSomething ) end ------------------------- --Scene Points & Paths -- ------------------------- refugeeSpawnPoint = 4923 refugeeSpawnerPoint = 4924 ------------ -- Spells -- ------------ teleportSpell = 51347 -------------- --Characters-- -------------- refugee1CreatureID = 68613 refugee2CreatureID = 68766 refugee3CreatureID = 68978 silvermoonGuardCreatureID = 51796 --divineBellModelID = \"WORLD\\EXPANSION04\\DOODADS\\MOGU\\Mogu_DivineBell.M2\" portalModelID = \"World\\Generic\\ActiveDoodads\\SpellPortals\\MagePortal_Dalaran.mdx\" tableModelID = \"WORLD\\EXPANSION01\\DOODADS\\GENERIC\\BLOODELF\\BENCHES\\BE_Bench01.m2\" bunnyCreatureID = 62026 lorthemarCreatureID = 68084 halduronCreatureID = 16801 aethasCreatureID = 30116 rommathCreatureID = 16800 --refugeesA = SpawnActorsAtPoints ( refugee1CreatureID, 4923, 1, true ) --guards = SpawnActorsAtPoints ( silvermoonGuardCreatureID, 4925, 1, true ) --refugeesC = SpawnActorsAtPoints ( refugee3CreatureID, 4926, 1, true ) --divineBell = SpawnModelActor ( divineBellModelID, 9833.22, -7267.85, 26.1817, 191.906, 2, true) portals = SpawnModelActorsAtPoints ( portalModelID, 4924, 1, true ) lorthemar = SmoothPhaseSpawnActor (lorthemarCreatureID, 9820.831055, -7261.232910, 26.175354, 226, 1, true) halduron = SmoothPhaseSpawnActor (halduronCreatureID, 9817.772461, -7256.824707, 26.178864, 267, 1, true) aethas = SmoothPhaseSpawnActor (aethasCreatureID, 9815.26, -7267.02, 26.2364, 46.459, 1, true) rommath = SmoothPhaseSpawnActor (rommathCreatureID, 9815.26, -7267.02, 26.2364, 46.459, 1, true) table = SpawnModelActor (tableModelID, 9820.66, -7255.25, 26.1533, 214.301, 1, false) splashBunny = SpawnActor(bunnyCreatureID, 9827.83, -7248.18, 27.1063, 216.325, 1, false) FadeOut(aethas, 0) FadeOut(rommath, 0) --[[Random emotes for refugees for i=1, #refugeesA do refugeeStance( refugeesA[i] ) end --Set emotes for guards for i=1, #guards do PlayLoopingSplitBodyAnim( guards[i], Animations.Ready1H ) end --Set Emotes for other Random refugees for i=1, #refugeesC do refugeeStance( refugeesC[i] ) end ]]-- SendTrigger(\"Smooth Phase Complete\") -------------- --Cue Action-- -------------- Wait(1) lorthemar:BroadcastTextStereo(BroadcastType.Yell, 69642) -- VO Line 1 PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalkExclamation ) Wait(2) --lorthemar:WaitBroadcastSoundComplete() Wait(.5) aethas:BroadcastTextStereo(BroadcastType.Say, 69643) -- VO Line 2 PlayOneShotSplitBodyAnim( aethas, Animations.EmoteTalk ) Wait(7) --aethas:WaitBroadcastSoundComplete() Wait(.5) lorthemar:BroadcastTextStereo(BroadcastType.Say, 69644) -- VO Line 3 PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalkQuestion ) Wait(5) --lorthemar:WaitBroadcastSoundComplete() Wait(.5) aethas:BroadcastTextStereo(BroadcastType.Say, 69645) -- VO Line 4 - \"Proudmoore, she\'s blah blah blah\" aethas:PlayOneShotAnimKit( 1530 ) Wait(2) aethas:PlayOneShotAnimKit( 1530 ) --aethas:WaitBroadcastSoundComplete() Wait(6) Wait(1) --Angry lorthemar lorthemar:BroadcastTextStereo(BroadcastType.Say, 69646) -- VO Line 5 - Table Flipper SendTrigger(\"lorthemar - pace\") PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalk ) Wait(2) PlayOneShotSplitBodyAnim( lorthemar, Animations.EmoteTalk ) Wait(5) SendTrigger(\"lorthemar - cross to table\") --lorthemar:WaitBroadcastSoundComplete() Wait(3) Wait(1) lorthemar:BroadcastTextStereo(BroadcastType.Say, 69647) -- VO Line 6 - \"When will they learn!\" Wait(6) ', 0, 9435); |
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#17 |
RuDB Dev
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Вот нашел случайно реализацию скриптов на Lua https://github.com/ElunaLuaEngine.
форки: WotLK TBC Classic Привязка скриптов: https://github.com/ElunaLuaEngine/Eluna Сами скрипты: https://github.com/ElunaLuaEngine/Scripts Последний раз редактировалось Konctantin; 14.05.2014 в 16:05. |
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Тема | Автор | Раздел | Ответов | Последнее сообщение |
[12268] Rename DB Script Engine tables to dbscripts_on_* | newsbot | CMaNGOS Commits | 0 | 18.11.2012 01:00 |
[11940] Rewrite and cleanup DB Script Engine | newsbot | CMaNGOS Commits | 0 | 06.04.2012 23:14 |
Работа с DataLife Engine | Праведник | WWW | 70 | 07.11.2011 15:59 |