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Lua scripting
Posted: Tue Jun 16, 2020 7:42 pm
by Munin320
Hi there,
did you use an existing Unreal plug-in to add Lua scripting or did you do your own?
Nowadays I prefer to do as much as possible in Lua so I'm very interested in how other Unreal-using coders did it
TIA!
Re: Lua scripting
Posted: Wed Jun 17, 2020 7:02 am
by Kerensky
I'm not expert, but I'm under the distinct impression they are 'doing their own'
The various scripts I'm familiar with all interact with very, very specific variables and settings that I would find hard to believe exist as generalized functions or options.
It means reverse engineering is pretty much the main path to scripting. Going to see a lot new features coming with the AO DLC that's for sure.
Re: Lua scripting
Posted: Wed Jun 17, 2020 8:13 am
by o_t_d_x
A userfriendly and easy to use editor was advertised and what did i get ?
I cant create campaigns, like i could in the fst part.
I didnt need any programming for creating scripts, now i have to be a lua expert. Thats the opposite of user friendly and easy to use.
Its a wall, to prevent high quality mods, so you can sell more dlc. At least thats the impression you ve created with that behaviour.
Re: Lua scripting
Posted: Wed Jun 17, 2020 8:19 am
by Kerensky
Better custom campaign support is coming in a patch alongside Axis Operations DLC.
Advanced Lua scripting is not required to make content.
Re: Lua scripting
Posted: Wed Jun 17, 2020 8:37 am
by o_t_d_x
Kerensky wrote: ↑Wed Jun 17, 2020 8:19 am
Better custom campaign support is coming in a patch alongside Axis Operations DLC.
Advanced Lua scripting is not required to make content.
Great to hear, then i will look forward for my new comp in january. Till then the editor might be in the state i need.