Dave Sanders wrote:
And horrible amounts of unrealscript legacy code that you have to dig
through to find anything. Each version seems to get worse, and worse.
True. Hopefully UE3 will remove lots of the "dead wood" in UnrealScript
code. Much of the UnrealScript code in UT2004 hasn't changed since
UT!!! (and I mean the original, not UT2003)
Though, I really like mutators. I'm just getting back into HLCoding
since I last messed around with it in 99/2000. (my third time back on
this list. :) Is there an equivalent to UT mutators in the next
version?
In Half-Life, metamod plugins are about as close to mutators as you can
get. Since the game code and the engine code are separate DLLs in the
Half-Life universe, the game code (MOD) authors would have to implement
some mechanism for "plugin" extensions to the game code (for example,
being able to change the accuracy of a weapon via a plugin). There
wasn't a engine/game DLL API that allowed this type of plugin extension
in HL1 and I doubt something like this would be supported by the HL2
SDK. Any MOD that wanted to support these types of extensions could do
so without too much trouble (perhaps even allowing a scripting system
like LUA to make things a little easier on non-coder type people).
--
Jeffrey "botman" Broome
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