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Author Topic: Nexus' scripting language - how'd you rate it?  (Read 7163 times)

Offline Arparso

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Nexus' scripting language - how'd you rate it?
« on: May 30, 2011, 12:22:39 »
Just out of curiosity, I'd like to know your thoughts about the Nexus scripting language.

What do you like/dislike about it?
Is it easy to read?
Is it easy to write?
Too verbose or not verbose enough?
Do you miss any kind of feature?
How does it compare to other scripting languages you use(d)? (e.g. Lua, Python, UnrealScript, etc.)

Hoping for some opinions... ;)

Offline Mularac

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Re: Nexus' scripting language - how'd you rate it?
« Reply #1 on: May 30, 2011, 21:27:49 »
Hard to say.
Now that I've dabbled in a couple of programming languages, I must say that Nexus is not that hard to write on. It has a couple of very dark and questionables things, withouth a doubt, but it's not that difficult to understand.
Once you get the hang of it, reading it is also quite easy, too.

What I really don't like about it is how limiting it can sometimes be. I could really use with the ability to create dynamic dialogs, declare your own functions and even your own objects and methods.
However, the one feature I really love and often miss in several other languages, is Nexus ability to dynamically add instance variables (even if those don't let you store objects). In a way, that feature makes up for some of the language's limitations.
Also, a good IDE would be nice too (damn you eclipse, you've spoiled me...), but that has little to do with the language on itself :P

Offline Lord_Valarian

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Nexus' scripting language - how'd you rate it?
« Reply #2 on: June 07, 2011, 22:12:03 »
I wrote(with help) the EMP torpedo code. It wasn't that hard to work with. I personally like it.

The manual lists all the commands, but no examples of their use. You have to look at the campaigns to figure that out. There complex for beginners like me. Thanks for the user made examples like the one for basic mod building. We need many more like these. We need a manual index of examples for all the script commands for the wiki.

You could take the basic weaponfired event code in the other topic and put it into the wiki.





 
« Last Edit: June 07, 2011, 22:13:53 by Lord_Valarian »

Offline The_Small_Time_Modder

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Re: Nexus' scripting language - how'd you rate it?
« Reply #3 on: September 22, 2011, 01:42:22 »
   Good Question Aparso, i personally feel mixed about it.

it can be a real hassle sometimes to get the coding right, but so far i've managed to get it to work.
I really like the fact i can also tweak the tacticstypes.ini of Aparso's nexus skirmisher program, i managed to make the mechanoid ray explode exactly like a cataclysm missle upon impact, its an awe inspiring sight!  :o

There ARE a few things id change about it, but not a whole lot.

- Easier acess to the main campaign files (mostly just to get a better look at the scripting they did)

- a more in depth manual (it doesnt tell you anything about how to apply each command/variable/event)  :(

- A program that allows you to skim the scripting for any errors BEFORE you try to edit or run the mission (i cant tell you how many times that editor popped up and told me there was an error)  :-\

The one thing that is already available?

- A massive community where you can share ideas, answer questions, and ask questions too, and thats this site!  :D
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.