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[Question] LUA Scripts as Server side "Mutators"

Posted: 06 Oct 2007, 18:04
by Engine Of Darkness
Hi guys, simple question, is the following stuff possible WITHOUT a specific mod or map?

Having a Lua script, which is loaded by the host (on game creation) which changes the behaviour of some stuff (let's say every unit gains more experience per kill)

The needed "features": no widget (meaning you can't turn it on/ off while ingame)
needs to work for every one in the game (every unit) no matter if someone has the script or not.

Possible? If not, will it be possible (if a DEV would be so kind to add that) anytime soon?.

Posted: 06 Oct 2007, 18:24
by Auswaschbar
It is not possible and will never be, because every client runs the same simulation, every client needs the same rules and lua-[widgets/scripts].

Posted: 06 Oct 2007, 18:32
by trepan
The closest thing to what you want (currently), are mod mutators that
implement a LuaRules script (or add gadgets to the list, etc...) One
advantage to this approach is that the mutator's description is shown
in the game list, so players will know what they are getting into before
joining a game.

The only real nuisance with this approach is having to download the mutator.

Posted: 06 Oct 2007, 18:54
by Engine Of Darkness
While I can understand that everybody needs the same files I fail to see what the problem about sending a lua file to clients is (other than possible misuse). I highly doubt anybody will write a +1 Megabytes LUA script anytime soon.

But people still need my "changed" mod right?

Posted: 06 Oct 2007, 22:59
by jK
I would prefer an option to deactivate gadgets in the battle window before hosting a game, so you can switch between multiple setups