The Pokemod has a scripting engine (sort of... at the moment you have to
write it in a language that looks disturbingly similar to ASM), but it's
not hooked into Half-Life in any way (it has been, to test that it works)...

At 10:33 6/01/2004, you wrote:
Something like Natural-Selection's trigger_script entity.  It doesn't do
anything at the moment, but this:
http://homepage.ntlworld.com/pr.searle/nsfaq/#11
suggests that the script engine is there... it just needs tieing to
the entity.  I really hope it gets implemented soon.

K. Mike Bradley wrote:
Well Of course the AI could always use improvement.
It was ground breaking in 1999 ... But now?

I would like to see a feature to add compilable script ent's in the Game Def
file.
What about a mod with a script compiler.
A mod to end all mods so to speak.
Then a new map "Script" entity could be added.
I'd love to see more power put in the hands of mappers w/o having to make a
new mod.

Then the Map is the mod.
Kuel!



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Programmer and Modeller for The Pokemod
http://pokemod.phantasmsoft.com

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