don't be scared! i'm not talking about lines of code, something hard to deal with, that only a few can do... no, nothing like this... my idea is to have easily programmable robots/machines. let's say you'v build a drone to defend you base, then you open a window to customize the drone behaviour depending on the situation! Example: If: "agressive mob" enters "range of view" then: scan "mob HP" if: "mob HP" < 100 then: "attack" else: "run" Move to coordinate (x, y) wait 10 seconds Move to coordinate (x, y) repeat EDIT: hm, yeah, maybe it should be easier... what if, instead of writing the code of what your robots will do, you just pick some preset options? if "this thing" happen, the robot does "this thing".... like this: find a passive mob find an agressive mob find a "x" item receive damage arrive at coordinate (x, y) etc attack run away send signal to the player pick up item go to coordinate (x, y) kill with fire etc Then you could make combinations of events + actions based on what you want the robot to do! maybe i'm thinking too high, but this sure would be cool!
As long as its like pre-set code or something. If its not, then people might make over powered ideas.. Anyway, cool idea!
I'm thinking that this could use the "jigsaw" method, you could insert a piece called: attack if (), then type in (16x, 16 y) or insert a different piece (within range). This is a brilliant idea though. I want.
I don't think that it's hard to implement a programming language, but It's hard to make it balanced. A lot of test required to make it fits perfectly. So i think it's too late to add such things, maybe no.
I think lua is not enough simple for in-game scripting. It should be something really simple and wierd ;o
As a programmer, I find this winning. Although it would have to be freeform programming, not the easier version. Maybe both?
lets add another example here, say there was a mining drone. take drone to an area bring up a box for the area you want it to mine (this could be a large area) next take said drone to a house with storage available. then send drone to do work. programming in this fassion eliminates thousands of variables such as word choice (and helps the devs because they dont need to create a ui in 20+ languages for it to be accessable to all languages) the jogsaw idea is also nice, not sure how many people have ever used a lego mindstorm setup (been about 6 years ) but you can write out tons of different thing by dragging and dropping simple pieces. that would definatly make my prior arguement a non factor
You could easily say "Lets incorporate javascript" or "Lets incorporate LUA". Code: private attack(int dmg) { target.setName() = currentTarget.getTarget(); return target.setHP -= dmg; } private getTarget(String name) { currentTarget.setTarget() = name; return "Target chosen: " + name; } I haven't done much java so i'm not too keen on the whole constructors and how the whole logic gets passed around yet...
I really like this idea, one of the only things I do in Minecraft (if any of you play it) is use the computercraft mod to write programs and sell them on servers, but its really annoying becuase its not part of the real game. I don't really care if it is as simple as clicking check boxes or using LUA, which I find makes things a lot more interesting, or maybe a option to use either (for those of you who don't know lua) If this was included I would this game x2 (if that is possible)
Coming from someone who has nearly no programming experience, writing these simple in-game programs for machinery seems extremely simple. What would be even more great is if there was an option between using check boxes or writing it from scratch.
I have no programming experience whatsoever, but I like the OP's scripting idea. Code: If: "agressive mob" enters "range of view" then: scan "mob HP" if: "mob HP" < 100 then: "attack" else: "run" This seems very simple and intuitive, and I love it and wish all programming was this easy. Haha Code: If: "mob_agro" enters "view" then: scan "mob_HP" If: "mob_HP" <100 then: "attack" else: summon "bot_2" and summon "bot_3" then: activebots "attack"