Search found 9 matches
- 02 Aug 2022, 11:14
- Forum: General Modding
- Topic: lua engine handler for hitting a target
- Replies: 0
- Views: 1664
lua engine handler for hitting a target
I would like to experiment with the new lua support in openmw by making a mod that adds sneak experience when a sneak attach is successful. I've been having a look at the https://openmw.readthedocs.io/en/latest/reference/lua-scripting/engine_handlers.html#engine-handlers-reference but I can't find a...
- 02 Aug 2022, 11:10
- Forum: General Modding
- Topic: 0.47 Multimark OMW Issues
- Replies: 3
- Views: 2185
Re: 0.47 Multimark OMW Issues
I have the same issue.
- 06 Dec 2015, 17:26
- Forum: General Development
- Topic: SWIG Scripting Extensions project
- Replies: 34
- Views: 27105
Re: SWIG Scripting Extensions project
I don't think creating/extending a programming language should be taken that easily. It is a quite complex task and theory behind PLs is huge. Instead of creating your own language you should really let people who did it for decades write it and then just use it. To answer the comment metatables cou...
- 06 Dec 2015, 12:11
- Forum: General Development
- Topic: SWIG Scripting Extensions project
- Replies: 34
- Views: 27105
Re: SWIG Scripting Extensions project
Actually, for Python and/or Lua maintenance is minimal after you have created the bindings unless you change something core which I don't think you'll do easily. You do have to maintain MWScript, that's true, but I think MWScript would still be required to be compatible with most of the mods. MWScri...
- 05 Dec 2015, 21:35
- Forum: General Development
- Topic: SWIG Scripting Extensions project
- Replies: 34
- Views: 27105
Re: SWIG Scripting Extensions project
I feel forced to add a few comments: Python can be sandboxed using PyPy or similar tools. For a videogame scripting language, you want PyPy or something like RPython anyway. Lua is better than MWScript, it is a quite mature and polished language for scripting. For the record, having AND and OR opera...
- 05 Dec 2015, 21:17
- Forum: Off Topic
- Topic: Meaning of GameHour and GetCurrentTime
- Replies: 7
- Views: 4619
Re: Meaning of GameHour and GetCurrentTime
scripting with lua or python is already possible but in another fork and need updating to current master. python can't be merged as sandboxing is nearly impossible and lua maybe from discussion on it. https://forum.openmw.org/viewtopic.php?f=6&t=2713 extension https://forum.openmw.org/viewtopic...
- 05 Dec 2015, 19:48
- Forum: Off Topic
- Topic: Meaning of GameHour and GetCurrentTime
- Replies: 7
- Views: 4619
Re: Meaning of GameHour and GetCurrentTime
You can of course implement modulo in a scripting language, you could even implement a set of math libraries on top of it. The reason why you usually don't do this is that the scripting language is not good for implementing computationally expensive operations. I wonder if OpenMW will, at a certain ...
- 05 Dec 2015, 14:46
- Forum: Off Topic
- Topic: Meaning of GameHour and GetCurrentTime
- Replies: 7
- Views: 4619
Re: Meaning of GameHour and GetCurrentTime
Nice, thanks for the answer! I always wondered why not giving a SecondsFromStartOfTheDay which returns the seconds since the 00:00:00 of the current day instead of this GameHour function. I guess I have to dig more into Morrowind scripts and see how this thing is used to check in game time passing f...
- 04 Dec 2015, 21:08
- Forum: Off Topic
- Topic: Meaning of GameHour and GetCurrentTime
- Replies: 7
- Views: 4619
Meaning of GameHour and GetCurrentTime
Hi people, first of all thank you for the amazing OpenMW and OpenMW-CS! I'm back playing and modding Morrowind thanks to you! I have a question that maybe who developed the engine again can answer: what is the exact meaning of the GameHour variable? I know 10.5 is equivalent to 10:30:00 but how do y...