Can we obsolete startscripts yet?

Can we obsolete startscripts yet?

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

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SpliFF
Posts: 1224
Joined: 28 Jul 2008, 06:51

Can we obsolete startscripts yet?

Post by SpliFF »

As I am working on mission scripts (for multiplayer) I'd like to get a concensus on what's happening with startscripts. It looks like several mods (XTA and CA at least) have independent experimental implementations of mission and AI scripts using startscripts and the lobby people are talking about using them as well. At the same time I'm also hearing that startscripts will be removed. It seems inconsistent that something still apparently in active development is being deprecated.

Now the thing is quantum tells me startscripts don't handle multiplayer so it looks like gadgets are my only option. That's fine, I like the gadget system and it provides a consistent interface with my other scripts.

So unless some mod strictly depends on them I'd like to recommend we remove startscripts after the 0.77 rollover before any mods or AI get too reliant on them. Anyone looking for mission scripts and tools can then take them from my mod.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Can we obsolete startscripts yet?

Post by imbaczek »

Startscripts have one advantage - they don't need to be in the mod to work. I agree that the current implementation is too removed from what mods and widgets are.

I think startscripts require a redesign, but shouldn't go away completely.
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