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InsideQC Forums • View topic - Coding a scripting language in QC

Coding a scripting language in QC

Discuss programming in the QuakeC language.

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Coding a scripting language in QC

Postby MauveBib » Fri Apr 11, 2008 1:46 pm

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Postby FrikaC » Fri Apr 11, 2008 3:03 pm

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Postby MauveBib » Fri Apr 11, 2008 11:44 pm

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Postby leileilol » Sat Apr 12, 2008 3:54 am

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Postby frag.machine » Sat Apr 12, 2008 4:46 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Error » Sat Apr 12, 2008 9:45 am


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Postby daemon » Mon Apr 14, 2008 10:38 pm

i did this sort of thing in feral flesh. also made their menus/quests scriptable. everything editable in-game.

my only complaint is that I can't delete files that i no longer wish to use unless i do it manually... :P
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Postby Spike » Mon Apr 14, 2008 10:47 pm

I made something somewhat similar in my test csqc mod - q3 animation.cfg parsing, for stealing q3 player models, so definitly workable.
Admittedly I used FTE_STRINGS too to simplify things, but its possible to work around that with FRIK_FILE, its just less efficient to do so. With a file layout of your own choosing, it should be much easier. Don't underestimate parts of KRIMZON_SV_PARSECLIENTCOMMAND either... Depending on how many extensions you want to use.
Really, the only issue with just FRIK_FILE you'll have is finding where to split the lines in an efficient maner. The other two extensions have features that can help make it easy.
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Postby MauveBib » Mon Apr 14, 2008 10:59 pm

That's why I decided to keep the format of the file simple, with 2 parts to each line with a space as a delineator. I used FRIK_FILE to go through each line a letter at a time and split it at the space.

It's working nicely, though I still need to link it into the menus etc. Currently the structure of the menus is hardcoded, just taking the unit stats from the external file, but I want to have the menus based on what units are in the external files.

Oh, and I chose .did as the file extension :)
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Postby Chris » Mon Apr 14, 2008 11:57 pm

http://survivalhorrormaker.ru1337.com


same concept, it does indeed work, very simple concept :)
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Postby daemon » Tue Apr 15, 2008 5:12 am

you could use tokenize to find your first word or command, then strlen it to figure out where to begin your substring for the rest if necessary

even tokenizebyseperator might be useful depending on what you want to do
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Postby Urre » Tue Apr 15, 2008 7:53 am

I've done this in the past, certainly doable. I made a scriptable weapons system, one which could be reloaded during gameplay, so you could write changes to a weapon, and supply an impulse in the game to reload scripts.
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