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Add Lua, vscript (squirrel) or C# scripting to use in the game development #243
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I think it may be a better choice to port |
That's nice. I guess it would be useful to create custom mutators, custom weapons and gamemodes like Prop Hunt, right? |
We should get together and do Half-Life 2: Sandbox, because pretty soon, I'm going into the army and no one will do it instead of me. With Lua scripting, we can make Prop Hunt and other cool gamemodes and not only that. Also, I can give Half-Life 2: Sandbox developer discord tag. (Ye, he contacted with me) |
Yikes! That doesn't look good. So, who will take care of the stuff? I hope you've someone/some people involved in the project. |
Although it seems ambitious at first, it's a big suggestion, it could take effort to implement something like that.
What that improvement would do is make it easier for modders and game devs to make Source Engine games/mods using those programming languages.
Looks like the engine has Lua implemented, isn't it? Not sure if it's enabled, I saw something related in the source code: utils/dmxedit/luamain.cpp
I wonder how to use and do some test.
There's a dev guide about engaging Lua: https://developer.valvesoftware.com/wiki/Embedding_Lua_in_the_Source_Engine
Moreover, some reference and history about Lua, in Quake 3, it had some type of development like this to apply: https://www.quake3world.com/forum/viewtopic.php?f=16&t=43869
On the other hand, I thought about implementing C# scripting, that's something like Godot and Unity do.
Just wondering if it's worth.
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