LuaCob is dead, long live LuaRules - Page 2

LuaCob is dead, long live LuaRules

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: LuaCob is dead, long live LuaRules

Post by zwzsg »

I like how you're already teaching what you just discovered. :o

And anyway, the problem is not for mod still under active development, with caring authors, who can align over two lines of code. It was more for old mods the author won't be around to update, or the mods whose author just copy-pasted code to quickly get a wanted functionnality without actually developping it.

But after peeking a bit around in my /mods/ I found that actually very few mod use /LuaCob/. People seem to already prefer using /LuaRules/.

So better remove /LuaCob/ now while it's effectively not used than later.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: LuaCob is dead, long live LuaRules

Post by KDR_11k »

zwzsg wrote:Does that mean every mod that use LuaCob will break in next Spring? :|

I'd write a long post explaining why it's bad and scary but then you'd just scoff it.
Meh, the LuaCOB and LuaRules versions of your callins can coexist. You can future-proof your mod right now without breaking 76b1 compatibility.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: LuaCob is dead, long live LuaRules

Post by Argh »

I like how you're already teaching what you just discovered. :o
Well, I didn't "discover" most of that. Had lots of help there, thank goodness :-) At any rate, I agree, it was better to do this now than at a point in the near-future, there just hasn't been a lot of use of LuaCob yet. Backwards-compatibility's going to become a larger issue though, moving forwards.
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