Lua Implementation
- Keychain
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Re: Lua Implementation
The fact you didn't know something like this is so unbelievable that I'm not even going to take your word on it. W0rf0x says he's pretty sure you knew about it the whole time too.
I don't get how you couldn't have known about an NPC in the game being broken ever since the release of 1.35. You've played the mod several times since then, most likely experiencing a map that involved the Assassins countless times. You're not going to sit here and tell me you haven't seen this happening. You have to get told directly that an NPC is broken in order to know about it, yet I'm 99% sure you've witnessed this NPC being broken already as it is.
I don't get how you couldn't have known about an NPC in the game being broken ever since the release of 1.35. You've played the mod several times since then, most likely experiencing a map that involved the Assassins countless times. You're not going to sit here and tell me you haven't seen this happening. You have to get told directly that an NPC is broken in order to know about it, yet I'm 99% sure you've witnessed this NPC being broken already as it is.
Re: Lua Implementation
nope, when I play I'm 90% of the time away, not to mention that most maps that involve a assassin are known to me which means AFK time till the map is over...
So no I didn't see that happen, and as I said, I knew of the original bug with the walls not that it does it random on the floor too, else the code wouldn't be in there no?
So no I didn't see that happen, and as I said, I knew of the original bug with the walls not that it does it random on the floor too, else the code wouldn't be in there no?

- Keychain
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Re: Lua Implementation
So you avoided Assassins in OC for precisely one whole year since 1.35 was released.
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- npc_hovering_assassin
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Re: Lua Implementation
Or so he thought. Little did he know they were watching him the whole time, hiding in the shadows. Probably hovering in their fall animation but nevertheless still watching...Keychain wrote:So you avoided Assassins in OC for precisely one whole year since 1.35 was released.
Oh, don't be such a baby. Episode 3 will come out.
*Turns to Archimedes*
No it won't.
*Turns to Archimedes*
No it won't.
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Re: Lua Implementation
You've earned yourself a member title for that.
Re: Lua Implementation
It should be monster not npc
Please don't take my posts before 2013 too seriously. It will be better for both you and I :c
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Re: Lua Implementation
who cares
- HinaKagiyama
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Re: Lua Implementation
not meaning to necro but..the thread kinda derailed to Neico's mistake on the Assassin's AI, which I admit is pretty big.
but yeah, I'm for LUA implementation, maybe for better HUD customization, and the other mentioned things.
but yeah, I'm for LUA implementation, maybe for better HUD customization, and the other mentioned things.
Re: Lua Implementation
Lua would be nice, but only if it's implemented server-side; client-side, it quickly becomes a potent exploit tool. No matter how hard you try, it's still going to be exploitable in some unexpected way, and that's why I'm voting for server-side-only Lua. Just my two cents.
Edit:
Also wanted to note the common misconception that implementing scripting languages results in crashes. While it's true to an extent (a shoddy integration of the language will naturally lead to instability), IMO it's usually the way it's used that is actually responsible for the stability issues. You just can't blame the language (or its implementation) if you're doing something that pushes the game/engine's limit (heavily simplified example: an infinite loop script that spawns entities until the engine dies. What's at fault here: the language and/or implementation, or the code?).
Edit:
Also wanted to note the common misconception that implementing scripting languages results in crashes. While it's true to an extent (a shoddy integration of the language will naturally lead to instability), IMO it's usually the way it's used that is actually responsible for the stability issues. You just can't blame the language (or its implementation) if you're doing something that pushes the game/engine's limit (heavily simplified example: an infinite loop script that spawns entities until the engine dies. What's at fault here: the language and/or implementation, or the code?).
Apparently, Valve can't make games beyond the number 2.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
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- npc_hovering_assassin
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Re: Lua Implementation
I don't know much about lua except that it's a coding doohickey, but I'd rather the OC team make some big changes first, and then ship it out to server owners. Because we all know that a bunch of server owners would just have to flood OC with stupid mods (I'm looking at you MGO, with your damn credits thingamajig). Hopefully with lua, we can change some AI around and aim of weapons fired, so it's a bit more realistic, and to have those fun long-range battles with a few teams of soldiers.TESLA-X4 wrote:Lua would be nice, but only if it's implemented server-side; client-side, it quickly becomes a potent exploit tool. No matter how hard you try, it's still going to be exploitable in some unexpected way, and that's why I'm voting for server-side-only Lua. Just my two cents.
Edit:
Also wanted to note the common misconception that implementing scripting languages results in crashes. While it's true to an extent (a shoddy integration of the language will naturally lead to instability), IMO it's usually the way it's used that is actually responsible for the stability issues. You just can't blame the language (or its implementation) if you're doing something that pushes the game/engine's limit (heavily simplified example: an infinite loop script that spawns entities until the engine dies. What's at fault here: the language and/or implementation, or the code?).
Oh, don't be such a baby. Episode 3 will come out.
*Turns to Archimedes*
No it won't.
*Turns to Archimedes*
No it won't.
- RocketRunner
- npc_combine_elite
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Re: Lua Implementation
I recall reading an article in a magazine about some piece of technology being put in Mercedes-Benz cars that would track trajectories of stuff or something or other, which boiled down to improved driver safety. An employee at the company was quoted as saying something like this:
"What matters is the efficiency of the programming."
In other words, LUA could do a lot, but you'd need to make sure that you can implement it as flawlessly as possible. I'd definitely like to see that happen, but from the looks of that old debate there, there's quite a bit of doubt as to whether we'll see it in the near future.
"What matters is the efficiency of the programming."
In other words, LUA could do a lot, but you'd need to make sure that you can implement it as flawlessly as possible. I'd definitely like to see that happen, but from the looks of that old debate there, there's quite a bit of doubt as to whether we'll see it in the near future.
I usually run from rockets.
Pretty straightforward.
Pretty straightforward.