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[TF2/Source Engine] Possibility of using LUA?


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404UserNotFound
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Join Date: Dec 2011
Old 03-30-2013 , 16:03   [TF2/Source Engine] Possibility of using LUA?
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Any possibility of using LUA? I've been thinking about making some sort of Theater plugin similar to what Garry's Mod uses, but for Source Engine games like TF2, CS:S, etc.

The easiest method I'd say, would be somehow making a SourceMod plugin run the Garry's Mod cinema plugin which would be re-tooled for TF2.

Any suggestions would be welcome. If there was any way to make a TF2 theater map the same way that a Garry's Mod map is made for the Cinema plugin, and have YouTube videos actually play on the map, would be awesome.

So yeah. Let's toss some ideas around, see if we can't come up with something.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-30-2013 , 21:26   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #2

SourceMod uses SourcePawn, other languages would be other projects.
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Cramik
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Join Date: Jan 2013
Old 03-30-2013 , 22:20   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #3

No
P.S LUA is for noobs I could code it in roblox ( i quit) when I was 7
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fuxx
SourceMod Donor
Join Date: Mar 2013
Location: Munich
Old 04-02-2013 , 05:43   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #4

Quote:
Originally Posted by Cramik View Post
LUA is for noobs I could code it in roblox ( i quit) when I was 7
That was unnecessary.
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 04-02-2013 , 07:22   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #5

It's possible but if we would have Lua in TF2. It wouldn't make youtube videos playing on wall diffrent situation than it's in sourcepawn. Since Garry's Mod is modified for lua use both client-side and server-side unless we plan to modify client's is impossible i guess.
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Merbo
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Join Date: Jul 2012
Old 04-02-2013 , 13:21   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #6

Quote:
Originally Posted by abrandnewday View Post
Any possibility of using LUA?
Lua is a cancerous language. Lua would be my last choice for an implemented language, I've been working on an extension to allow C# hooking and scripting/
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404UserNotFound
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Old 04-04-2013 , 13:54   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #7

Quote:
Originally Posted by Merbo View Post
Lua is a cancerous language. Lua would be my last choice for an implemented language, I've been working on an extension to allow C# hooking and scripting/
Sounds neat, maybe we'll be able to do a TF2 Theater plugin
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sdz
Senior Member
Join Date: Feb 2012
Old 04-06-2013 , 02:12   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #8

Err... If LUA is brought to games other than SourceMod, we're going to have several versions of Gmod..
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zeroibis
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Join Date: Jun 2007
Old 04-06-2013 , 03:11   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #9

Why can our plugins not be in html!?
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NameUser
Senior Member
Join Date: Apr 2012
Location: Bay Area, California
Old 04-06-2013 , 22:03   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #10

Quote:
Originally Posted by zeroibis View Post
Why can our plugins not be in html!?
I don't think that will work.

Why can't our plugins be in bash?
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Last edited by NameUser; 04-06-2013 at 22:03.
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