LUA Coding Created 18 years ago2006-03-04 11:07:40 UTC by Dr. Mapper Dr. Mapper

Created 18 years ago2006-03-04 11:07:40 UTC by Dr. Mapper Dr. Mapper

Posted 18 years ago2006-03-04 11:07:40 UTC Post #166293
Yeah, I've been thinking. As you know, Garry's Mod is coded in LUA.

Not something like C++ or what ever.

Is it possible to create a mod for the source engine COMPLETELY in LUA, and still have all the maps and stuff, I know LUA, but I can't do C++.

:

Tell me please.

RAWR
Posted 18 years ago2006-03-04 11:18:56 UTC Post #166298
Uhm, well, you said yourself that Garry's Mod had already done so. I don't appreciate the question.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-04 11:21:21 UTC Post #166300
Yeah, but I'm not sure if the WHOLE of Garry's Mod is LUA.
I should of said that.

Anyway, k, thanks.

[Closed]
Posted 18 years ago2006-03-04 18:03:19 UTC Post #166377
Garry's Mod is coded in CPP.

He simply added the LUA plugin function to his own modification. So, no, you cannot code for Source in LUA, you must code mods with CPP.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-04 19:17:35 UTC Post #166406
You can create Garry's mod mods in LUA simply because Garry's mod has LUA support, but the mod itself is indeed done by modifying the gamecode, which is done in C++.

Bytheway, using scripting languages has advantages, like faster testing and no need for a recompile after every change, but it does run slower and is often more limited (simply to keep the scripting language simple enough for artists to pick it up fast - otherwise they could just as well learn how to program).
So you wouldn't want to use LUA for the all and everything anyway.
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