1

Topic: Scripted maps

Hi,

some people already have seen me talkin' about that. But now i want an official thread!
I want to hear the developer's opinions about this! (And of the community too wink)

As I see, you want to make a tutorial for 0.6.0. Scripts would be useful, wouldn't they?

Example at the tutorial map:

Task: Hook as fast you can without falling at the ground. If you clear this and if you reach the end, the next part of the map opens automaticly!


Or another example like at a ctf map:
You hook a statue and 5 hearts appear!

These are just examples, but as i already said many times, it would be great to see that teeworlds isn't just a .png file wink

Hooker's collection of the most Tee-ish skins!
http://www.teeworlds.com/forum/viewtopic.php?pid=39896

2

Re: Scripted maps

We have talked a bit about including lua code in the maps. Not sure how and when this will be implemented though, if it ever will be.

Lua is quite good at sandboxing so there won't be that many security problems with this.

Languages shapes the way we think, or don't.

3

Re: Scripted maps

I'd like to see map scripts, and lua would really be the perfect choice!

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

4

Re: Scripted maps

Yes, I think it's a great idea. But there's a big problem. For the scripts you need to have some development skills, and there aren't too many people with them.

Anyway, I think you should think about it.

And about security problems, the scripts should affect only to the game. I can't imagine that I'm playing a map and suddently my web browser opens! lol lol

-----

And let me say another idea... what about a config file in each map? I mean for some maps you can use some preferences and for other map other ones. I think it's already done, but it should be implemented for 0.5 or 0.6 for example. It's just an idea.

5

Re: Scripted maps

People who don't have the necessary skills to make custom map scripts will not be using them, so I think that'll work out just fine. The reason we're considering this is because if history teaches us anything, it's that an empowered community with access to the right tools can provide good content to itself, rather than relying on a small team of spare-time developers.

But, to reiterate what void said; this is, so far, just something we've talked about. There are no immediate plans to include it for 0.5 or even 0.6.

6

Re: Scripted maps

GaBOr wrote:

And let me say another idea... what about a config file in each map? I mean for some maps you can use some preferences and for other map other ones.

+1

This is in all "Quake" engines AFAIK (well at least in ezQuake through to Source).

7

Re: Scripted maps

/agree teetow

I cant programming in C (im learning in SGP Baltie xD)

Goodbye all. Account inactive since March 2011.

8

Re: Scripted maps

teetow wrote:

People who don't have the necessary skills to make custom map scripts will not be using them, so I think that'll work out just fine. The reason we're considering this is because if history teaches us anything, it's that an empowered community with access to the right tools can provide good content to itself, rather than relying on a small team of spare-time developers.

But, to reiterate what void said; this is, so far, just something we've talked about. There are no immediate plans to include it for 0.5 or even 0.6.

Short: You don't know right now.

Right?

Hooker's collection of the most Tee-ish skins!
http://www.teeworlds.com/forum/viewtopic.php?pid=39896