Re: Lua vs cob
Posted: 20 Apr 2010, 14:45
I used it as an example of how even a primitive construct like DOS can be more concise and friendlier than the likes of COBOL
Open Source Realtime Strategy Game Engine
https://springrts.licho.eu/phpbb/
With version of the gadget that I'm about to commit now you can have arbitrary objects as 'thread names'. Not only that means you can just always usezwzsg wrote:Though some explanation for the signal would be useful. The bitmask thing is not obvious.
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local SIG_AIM = {}
IMO both techniques are useful. I suppose for the stumpy a CEG could look nicer, but for e.g. MGs in S44 you don't want a bunch of particles to be created every second frame or so.It's true that a new tutorial, on new unit scripting method, should not use a hide/show flare but a CEG. I guess Tobi wanted to stay close to the Cavedog scripts roots, or to avoid having to explain how to add CEG to a unit definition.
Yes and a Hello World in HQ9+ looks like this:AF wrote:I used it as an example of how even a primitive construct like DOS can be more concise and friendlier than the likes of COBOL
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HEnd column should be 2 'ARMSTUMP_HEAP' end, same mistake in the script.Killed example code too.Tobi wrote:Hmm that may be an idea.
Also: http://tvo.github.com/spring/2010/04/26 ... mpy-2.html (First one was better though)
Thanks, fixed.FLOZi wrote:End column should be 2 'ARMSTUMP_HEAP' end, same mistake in the script.Killed example code too.
I just thought I'd stick with a call-out people already know for now here. Maybe I'll reconsider.Is there a reason not to use Spring.UnitScript.GetLongestReloadTime?