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[TF2/Source Engine] Possibility of using LUA?


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Afronanny
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Join Date: Aug 2009
Old 04-07-2013 , 09:39   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #11

Quote:
Originally Posted by NameUser View Post
I don't think that will work.

Why can't our plugins be in bash?
I don't think that will work.

Why can't our plugins be in FORTRAN?
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Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Old 04-07-2013 , 10:00   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #12

Sourcemod 2.0 Language will be a variant of malbolge.
That. Is. All.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-07-2013 , 12:47   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #13

Quote:
Originally Posted by Skyy View Post
Sourcemod 2.0 Language will be a variant of malbolge.
That. Is. All.
That joke would be funnier if SourceMod 2.0 and SourcePawn 2.0 didn't already exist (note: Donator section).
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Not currently working on SourceMod plugin development.

Last edited by Powerlord; 04-07-2013 at 12:48.
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 04-07-2013 , 16:45   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #14

Quote:
Originally Posted by Afronanny View Post
I don't think that will work.

Why can't our plugins be in FORTRAN?
I don't think that will work.

Why can't our plugins be in Assembly?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 04-07-2013 , 16:48   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #15

Quote:
Originally Posted by napalm00 View Post
I don't think that will work.

Why can't our plugins be in Assembly?
But they can be!
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 04-07-2013 , 16:51   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #16

Quote:
Originally Posted by asherkin View Post
I'm out.
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Huntereb
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Join Date: Jul 2012
Old 04-16-2013 , 12:06   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #17

Quote:
Originally Posted by napalm00 View Post
I don't think that will work.

Why can't our plugins be in Assembly?
Quote:
Originally Posted by asherkin View Post
I guess that would work... But...

Why can't our plugins be in Legos?
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NameUser
Senior Member
Join Date: Apr 2012
Location: Bay Area, California
Old 04-16-2013 , 13:11   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #18

Quote:
Originally Posted by Huntereb View Post
I guess that would work... But...

Why can't our plugins be in Legos?
I don't think that will work.

Why can't our plugins be made in Roblox?
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Mathias.
Veteran Member
Join Date: Aug 2010
Location: Canada is my city
Old 04-17-2013 , 02:05   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #19

I would like to reborn jass and/or vjass! It was so good back in the time in warcraft 3 world editor. This game had the best map editor I ever seen in my entire life and it still the best.

Oh and why not LOLCODE, that would be so cool!

Last edited by Mathias.; 04-17-2013 at 02:16.
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 04-17-2013 , 12:31   Re: [TF2/Source Engine] Possibility of using LUA?
Reply With Quote #20

I'd much prefer Malbolge.
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