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TotalChaos SourcePawner
Senior Member
Join Date: Feb 2023
Location: IN PINEAPPLE, UNDER SEA
Old 04-02-2023 , 23:40   Re: Important question: How can newbies learn SourcePawn?
Reply With Quote #6

Ok, thanks for clearing that up a bit Psyk0tik.
I think I get it now. I'm not the only one in this boat.
SourcePawn is a pain in the butt for everybody.

If that's the case, why not make some improvements on the documentation and the tools available?
I mean, I can't be the only one on the planet that wants some of the things I mentioned in my main post, right?
More and better documentation on what certain functions and other things do in games, improved compiler that goes into better detail with what you did wrong and provides possible solutions, and other stuff. Surely other people have wanted those, right?

I really feel like there's some things on both this site, SourceMod itself and its tools that could use a serious overhaul.
Either that or I'm just dumb, which is entirely possible (and incredibly likely) knowing me.
Things just don't feel beginner-friendly to me, and I already mentioned that I'm pretty familiar with GLua.
I've created entire SWEPs and NPCs with GLua. The NPCs being mostly DRGBase stuff.
I've created tons of functions, delays and timers, played audio, swapped audio sets, swapped textures, created CVars, set animations, swapped animation sets, created entire separate modes, toggleable abilities (did I mention that I could make everything toggleable, and customizable?), and plenty of other things all with GLua. I know my stuff.
But SourcePawn? That feels like an entirely different beast. Even C++ feels like a nightmare.
Sure, not every adventure with GLua was a win, but I feel like I was much more successful with GLua than SourcePawn.

Last edited by TotalChaos SourcePawner; 04-02-2023 at 23:59.
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