Is there a full scripting languge?

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Second Chance
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Is there a full scripting languge?

Post by Second Chance »

Hi all, I've been a big fan of this game for a while and have watched its developement with interest. I've seen the mod sdk for adding models and missions, but nothing about a full scripting languge that will allow custom control over the game's internal functions (similar to Independence War 2). Is there currently, or will there be in the future, such a feature? If there is, this may be the greatest space-sim I've ever seen.

Right now I'm modding for I-War2, but plan to expand my modding skills to Starshatter once it's released. If anyone's interested here's a link to my model site for an EoC mod currently being developed.
Second Chance's EoC Models
Once Starshatter is released I'll probably convert them into SS models.
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TheDeadlyShoe
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RE: Is there a full scripting languge?

Post by TheDeadlyShoe »

I don't think so, but I'm not sure. However, there is extensive modification support, so that many things you might need scripting language for are probably already taken care of.

If someone has an all-out mod project and can show they're serious, will carry it through, etc., Milo will share other details such as front-end changes.

Us meddlers don't get it, though. [;)]
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Second Chance
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RE: Is there a full scripting languge?

Post by Second Chance »

ORIGINAL: TheDeadlyShoe

. . .there is extensive modification support, so that many things you might need scripting language for are probably already taken care of.
How do you mean? I require the ability to write custom functionality into the game, how could this be "taken care of" without a scripting language?

What about external C++ .dll calls? Any chance of those as well?
John DiCamillo
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RE: Is there a full scripting languge?

Post by John DiCamillo »

No, there is nothing like a full scripting language, nor is there any way to hook into the game engine with a C++ DLL. Starshatter is quite a bit more flexible for a mod author than Freespace or Wing Commander or Freelancer (IMHO), but you cannot turn it into a different kind of game. For example, you could not add a trading element or turn it into an MMORPG, but you could create a space combat simulation in a universe with different types of ships and missions. You could create a combat racer, or different types of multiplayer scenarios that haven't been tried yet.

What sort of custom functionality did you have in mind, specifically?
Second Chance
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RE: Is there a full scripting languge?

Post by Second Chance »

Thanks for the reply, I appreciate it.

Well, I'd like to write custom functions to control object and game behaviors, add new behaviors and properties, things like that. Along the lines of I-War2 or Neverwinter Nights. I'd like to be able to manipulate the game engine to do, well, pretty much everything you mentioned above and more. Oh well. So much for my SpaceMaster mod for Starshatter. Thanks anyway.

The game is still spectacular, though [:D]. I'm really impressed.
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TheDeadlyShoe
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RE: Is there a full scripting languge?

Post by TheDeadlyShoe »

Again, the question is, what exactly do you need to do? Give examples.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Second Chance
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RE: Is there a full scripting languge?

Post by Second Chance »

There are examples. As John said, things like; turn it into a different kind of game, add a trading element, turn it into an MMORPG, add and store new data and new data types on existing game objects, add new types of game objects with their own custom behaviors, write code that would add new functionality to the existing code, any of the typical needs a scripting language fills.
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