[QUOTE=andrewmcwatters;18993248]What would be the best method to bind functions to Lua? I'm currently using LuaBind in L:S.[/QUOTE]
Manually binding it yourself. Seriously, I've had so many binding classes mess with my code. Just write a simple metamethod for userdata that uses tables stored in the registry; or, make use of macros. ;)
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Thats how much work you will need to do.
+ more because I never finished it.
It's a lot of work, but it's not hard to manage.
I'm game. I've worked on large projects before which dealt with a lot of maintenance, and it's about passion.
Hard work pays off at the end.
True, but you have to KEEP working UNTIL the end when you feel your game is good enough to be distributed. I'm currently working on a source-mod right now :v:
It's turning out pretty good, I have 4 custom weapons so far :dance:
[QUOTE=Chad Mobile;19044428]True, but you have to KEEP working UNTIL the end when you feel your game is good enough to be distributed. I'm currently working on a source-mod right now :v:
It's turning out pretty good, I have 4 custom weapons so far :dance:[/QUOTE]
Yeah thats very true,
must add all the detail and scenery and make it really good.
whats your mod going to be about?
[QUOTE=ATGOD;18931333]well yea i understand that but the hole point is because im trying to make a mod that runs on lua[/QUOTE]
I believe these are called "gamemodes".
[highlight](User was banned for this post ("Being a dick" - grea$emonkey))[/highlight]
[QUOTE=ATGOD;19044666]whats your mod going to be about?[/QUOTE]
It takes place between the end of Half-Life 1 when you enter Gmans portal, and the beginning of Half-Life 2 when you awake from stasis. I'm adding beta weapons from any C++ coding and stuff I can find in the 'Create a Mod' on Source SDK. I found the script for the Physgun but not the C++ :(
[QUOTE=Chad Mobile;19079233]It takes place between the end of Half-Life 1 when you enter Gmans portal, and the beginning of Half-Life 2 when you awake from stasis. I'm adding beta weapons from any C++ coding and stuff I can find in the 'Create a Mod' on Source SDK. I found the script for the Physgun but not the C++ :([/QUOTE]
Something that would be interesting is to reverse all of the Half-Life 2 maps; as in, play it backwards. Reversing the events, so you start at the top of the citadel and work your way back to escape on a train in City 17 (not like EP1, more like literally backtrack through all of the maps for HL2).
[QUOTE=Chad Mobile;19079233]It takes place between the end of Half-Life 1 when you enter Gmans portal, [/QUOTE]
Cool thats kind of the idea for mine,
but we'll see what happens.
And then the gods mounted there steads and gave this child there blessing of KNOWING HOW TO DO SOMETHING!!!
Lol just kidding :P, I still dont understand why you dont use gmod, You can still write a whole mod WITHIN gmod.
[QUOTE=Wizey!;19098085]And then the gods mounted there steads and gave this child there blessing of KNOWING HOW TO DO SOMETHING!!!
Lol just kidding :P, I still dont understand why you dont use gmod, You can still write a whole mod WITHIN gmod.[/QUOTE]
Do you mean a actual mod or just a game mode?
[QUOTE=grea$emonkey;19079966]Something that would be interesting is to reverse all of the Half-Life 2 maps; as in, play it backwards. Reversing the events, so you start at the top of the citadel and work your way back to escape on a train in City 17 (not like EP1, more like literally backtrack through all of the maps for HL2).[/QUOTE]
As long as you mean where it's a changed story to make sense to go backwards, yeah.
[QUOTE=ATGOD;19102361]Do you mean a actual mod or just a game mode?[/QUOTE]
What the hell is the difference, Except that in garrysmod, You can select which mod you want to play.
[QUOTE=kp3;19107036]What the hell is the difference, Except that in garrysmod, You can select which mod you want to play.[/QUOTE]
A gamemode will still derive from the hard coded game. You'd have to really change a lot in the gamemode for it not to have the Garry's Mod feel.
[QUOTE=grea$emonkey;19079966]Something that would be interesting is to reverse all of the Half-Life 2 maps; as in, play it backwards. Reversing the events, so you start at the top of the citadel and work your way back to escape on a train in City 17 (not like EP1, more like literally backtrack through all of the maps for HL2).[/QUOTE]
I literally had that exact idea! :v: But I chose my story because..it hasn't been thought of before :haw:
Or maybe you just say that because you want attention, :D .
Mine is right after Half life 1 but you are assigned to a different task that does tie in with the other half life games.
[QUOTE=Bletotum;19116492]Or maybe you just say that because you want attention, :D .[/QUOTE]
what lol
[QUOTE=ATGOD;18929138]is it possible?
i heard it was but never found a site that showed it
im just wondering if it is possible to run lua on half life 2[/QUOTE]
Tell me again why it matters? We have Garry's Mod. It has HL2 maps in it genius. And when you start one up, it's just like having LUA on HL2. It doesn't make any sense why you would make such a fuss over this.
Well there are a lot of things you don't have access to in GMod Lua. Such as modifying the title screen, altering enumerated types, etc. You could still technically create a TC with GMod, but you couldn't have as many functions.
You can edit the title screen, there's even a whole Lua environment for it. You can edit almost anything in Lua, and things you can't, you use a module for.
I sure hope you aren't just going to put a bunch of SWEPs from garrysmod.org in and release it :ohdear:
source stupid engine i think
Well, I'm not sure if you already did, but you should also read Lua Documentation. Check [url=http://lua.org]Lua's Website[/url].
[QUOTE=DEADBEEF;18986792]Pawn is a pretty awful choice of language though, I would have preferred Python, Lua, or Javascript, or pretty much anything really.[/QUOTE]
Pawn, what a nightmare...
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[QUOTE=Lambda 77 :D;19171166]I sure hope you aren't just going to put a bunch of SWEPs from garrysmod.org in and release it :ohdear:[/QUOTE]
No no no no not at all. I heard it was easier to work with lua so adding weapons and snpcs made myself of coarse would be easy with lua instead of c++ .
[QUOTE=ATGOD;19182454]No no no no not at all. I heard it was easier to work with lua so adding weapons and snpcs made myself of coarse would be easy with lua instead of c++ .[/QUOTE]
It's pretty much what Garry did with Garry's Mod. If you notice, a lot of the menu and other important game elements are coded in Lua instead of C++ for that reason.
It would be good to make an entire game out of Lua, (The game, not the Engine) but you would still have to make the FUNCTIONS in C++, there won't be a function in a standard Lua index like [code]Ply:GiveWeapon weapon_shotgun[/code] or anything, you will have to create them from scratch. Simple Algorithm, If statements, and ect. It would just be better to learn C++ but if you are having your mind set on Lua I can't change it :downs:
Good Luck :razz:
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