The Dink Network

Reply to Re: Dink with Lua scripting

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
December 16th 2013, 03:49 PM
dinkdead.gif
Hi Phoenix, long time no see

This sounds amazing, good luck with it.

The only issue I can see with this actually being used is that D-Mods made with Lua would have to be played on your engine, whereas a 'normal' D-Mod can be played on any engine (this also holds true for D-Mods created with Shevek's editor - even though you can use a better scripting language while coding it is still compiled into regular DinkC).

I don't know that DinkC's function support is all that pathetic... Sure there's some weirdness going on when you try and work out whether it's actually running as a separate script number or not but that's usually irrelevant and they seem to work just fine, whether it's local functions or something like external(). I use them extensively.
Apart from that... *drool*