Joined: 22-September 05
From: Melbourne, Australia
Has anyone read anything specific about the scripting language for Oblivion? I haven't seen anything explicit about it...
The language in MW was quite painful to use, with various hard-coded limits and no central parser (so which of literals, local variables and/or global variables you could use as parameters to various methods was random). I'm hoping they've made substantial improvements to it this time, ideally actually getting help from people who are familiar with the decades of research and good ideas in language design that is freely available...
This post has been edited by RobRendell: Sep 26 2005, 07:31 AM
Joined: 22-September 05
From: Melbourne, Australia
Ok, so the same basic system, but improved. That looks like most of the things that really bugged me have been fixed, so cool.
Pity about the string variables, especially if the only way to move an actor to an interior cell is by giving its name. No general-case "multimark", then.
Still, sounds like a big improvement. Thanks for the info!