[Mod] World Action Script (programming+ electronics) [was]

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AiTechEye
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[Mod] World Action Script (programming+ electronics) [was]

by AiTechEye » Fri Jan 04, 2019 10:42

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Depends: none
Licenses: code: LGPL-2.1, media: CC BY-SA-4.0
Version: 1
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Download:

Just programming ingame

This is a basic programing/language (not lua), that you can do in game, even players can do it becaouse functions requires privileges to be used.
Also some functions requires the "was" privilege to be able.
find info about functions in the gui.

Find Instruktions here

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Last edited by AiTechEye on Sun Jan 20, 2019 21:47, edited 19 times in total.
 

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migdyn
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AiTechEye
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Re: [Mod] World Action Script (ingame programming) [was]

by AiTechEye » Sat Jan 12, 2019 10:22

corrently it works with
mesecons, digilines and pipeworks
also have its own kind of wire.

the for loop is currently messing, (print was messing) but otherwise everything should work.

im also working to add tables / datatype (will mess with all the other datatypes)

event is send as the variables, im working to add them as event.type, event.channel etc..


everything should work fine

event.type=="timer"
event.type=="wire")
event.channel, event.msg event.from_channel (slower then digilines, but safer cuz you can see what it sent from)
event.type=="mesecon on"
event.type=="mesecon off"
event.type=="digiline"
event.channel event.msg
event.type=="pipeworks"
even.msg={item count}

is anyone using this mod?
the goal is to make it much more than the lua controller, and more units...

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AiTechEye
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Posts: 640
Joined: Fri May 29, 2015 21:14
Location: Sweden
GitHub: AiTechEye

Re: [Mod] World Action Script (programming+ electronics) [wa

by AiTechEye » Sat Jan 26, 2019 14:44

print and some units can still mess, but everything else should work fine

and if someone wonder, i made a program language just to try to make one.
 


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