Hard Light Productions Forums

Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: Mobius on January 11, 2009, 03:39:04 am

Title: INF builds compatible with Scripting, are they doable?
Post by: Mobius on January 11, 2009, 03:39:04 am
What the title says...is it possible to boost the ship/weapon limit in Scripting-compatible builds? Is it possible to turn the boost into a standard for all Scripting-compatible builds?

IMO it'd be very nice. Mods using INF builds(like TBP and Inferno) would also benefit from the usage of Scripts.

What about it? :)
Title: Re: INF builds compatible with Scripting, are they doable?
Post by: WMCoolmon on January 11, 2009, 03:40:31 am
Don't see any reason why not. Scripting doesn't get toggled on or off, or in any way really, by the inferno build toggles.
Title: Re: INF builds compatible with Scripting, are they doable?
Post by: Mobius on January 11, 2009, 03:41:56 am
Forgive my ignorance, but are Scripting-compatible builds supposed to work in multiplayer? The boost breaks multi so it may not be a good choice, unless there are alternate versions of each build(INF and conventional).
Title: Re: INF builds compatible with Scripting, are they doable?
Post by: WMCoolmon on January 11, 2009, 03:44:29 am
Inferno builds don't work in multiplayer, IIRC.

Scripting builds should work in multiplayer but the table(s) should also be checked by FS2OpenPXO to make sure that people aren't trying to cheat.
Title: Re: INF builds compatible with Scripting, are they doable?
Post by: Mobius on January 11, 2009, 03:49:30 am
Yeah, INF builds don't like multi at all.

So...is creating an INF build capable of supporting Scripts difficult to do? ;)
Title: Re: INF builds compatible with Scripting, are they doable?
Post by: WMCoolmon on January 11, 2009, 03:51:55 am
Nope, someone just has to build an Inferno build with a codebase that has the scripting functions. If you downloaded SVN today and built it with the Inferno defines, it would work fine (assuming that Inferno builds are still, in general, functional).
Title: Re: INF builds compatible with Scripting, are they doable?
Post by: chief1983 on March 08, 2009, 05:54:02 pm
In case anyone runs across this, Karajorma has released a few recent INF-enabled builds, based on his branch, synced with the latest trunk, and which work in multiplayer.  Check Recent Builds.