lua editing programs
BJHBnade_spammer
Join Date: 2005-02-25 Member: 42431Members
in Modding
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Otherwise, it's got to be Decoda - you can use it to edit the lua then step through the code in-game!
Follow that video, but change the paths to NS2 and in the command line add in the command to launch your mod.
If you used Visual Studio before it's the same interface for the most part, you can add in break points and check values with the watch window, if you get runtime errors you can break and check values of everything in your script at that point in time, can manage your project, etc...
Otherwise, it's got to be Decoda - you can use it to edit the lua then step through the code in-game!<!--QuoteEnd--></div><!--QuoteEEnd-->
np++ all the way! that's what i've been using, and it works pretty well. NP++ comes with lua as a supported language by default, so it automatically recognizes lua syntax and allows for collapsing/expanding functions/statement groups. The only problem is that it doesn't recognize Spark's C-style comments, because they technically aren't valid lua, but that's okay. Everything still works, and looks okay as far as highlighting/syntax grouping
The only libraries I've ever used were some for database connectivity, GUI and thats pretty much it. Lua for Windows does get built with some pretty spiffy external libraries though, so you shouldn't need to get a library from somewhere else, unless it covers a need that isn't already covered.
I love how it stores the different files in different tabs, that you can download several kind of syntax highlightning (I use a gmod lua highlightning normally), and several other nifty features ;).
Going to check out decoda though.
I use it for all my writing that has not to be formated for printing / official affairs.
I can't find any documentation on what the command-line argument is to start your mod directly though! Any pointers?
I can't find any documentation on what the command-line argument is to start your mod directly though! Any pointers?<!--QuoteEnd--></div><!--QuoteEEnd-->Usually it's -mod <modname> or +mod <modname>. Or possibly -<modname> or +<modname> (they may need to be folders within the root dir, or within a more specific dir). Those are complete and utter guesses, btw, based on how other games do it.