Re: Lua vs cob
Posted: 20 Apr 2010, 14:45
I used it as an example of how even a primitive construct like DOS can be more concise and friendlier than the likes of COBOL
With version of the gadget that I'm about to commit now you can have arbitrary objects as 'thread names'. Not only that means you can just always usezwzsg wrote:Though some explanation for the signal would be useful. The bitmask thing is not obvious.
Code: Select all
local SIG_AIM = {}
IMO both techniques are useful. I suppose for the stumpy a CEG could look nicer, but for e.g. MGs in S44 you don't want a bunch of particles to be created every second frame or so.It's true that a new tutorial, on new unit scripting method, should not use a hide/show flare but a CEG. I guess Tobi wanted to stay close to the Cavedog scripts roots, or to avoid having to explain how to add CEG to a unit definition.
Yes and a Hello World in HQ9+ looks like this:AF wrote:I used it as an example of how even a primitive construct like DOS can be more concise and friendlier than the likes of COBOL
Code: Select all
H
End column should be 2 'ARMSTUMP_HEAP' end, same mistake in the script.Killed example code too.Tobi wrote:Hmm that may be an idea.
Also: http://tvo.github.com/spring/2010/04/26 ... mpy-2.html (First one was better though)
Thanks, fixed.FLOZi wrote:End column should be 2 'ARMSTUMP_HEAP' end, same mistake in the script.Killed example code too.
I just thought I'd stick with a call-out people already know for now here. Maybe I'll reconsider.Is there a reason not to use Spring.UnitScript.GetLongestReloadTime?