Active in terms of development, or popular visibility? I had originally been wanting to add a preprocessor step so that the jump labels work fully as intended, and maybe a few more ops, and the ability to specify BASIC like subroutines and reference ones saved in the filesytem, and also to set remote event triggers so that ordinary objects you pick up or activate could be ensorceled with programs (like else Heart.Break(), which you should definitely play because you can modify that game at no less than three-levels: SPRAK, GRIMM, C#/MSIL), and do some profiling to see if there was any sensible way to boost the IPS, but I don't have a lot of time, and honestly, there has seemed to be crushingly little interest in the type of experimental, computational, and/or nonserious mods I make lately.
I attribute some of this to the idea that a lot of the novelty-seeking playerbase of games moves on, and the users who stay behind are conservative with their modding preferences (liking graphical, organizational, and realism tweaks, especially the ones that are vetted and recommended in guides), but maybe it's just the usual problem of me being too offbeat for people's tastes?
What's funny is that the first instruction I wrote to test the interpreter system was a KILL function (MURDER), but later I disabled it. (Then after that I had added the SPAWN and WARPTO ops as conveniences but didn't add the MURDER one back.) You can still store "KILL" or "KILLESSENTIAL" into a string and use CALL on TARGET to call Actor's Kill() or KillEssential() instance method that way. Remember that those have always-mandatory arguments (e.g. akKiller, see https://www.creationkit.com/fallout4/index.php?title=KillEssential_-_Actor) which you must append to the end of the CALL instruction.
I'm a first year Game Dev student dipping my toes into C++, C# and LUA, farting around in Unity, Unreal & Game Maker.
I'll almost certainly -never- download this mod. But, I love it. I love your enthusiasm about computing inside a computer game, and I really admire people who are passionate enough to simply make something they love and share it, even if maybe a half-dozen others actually -get- what it is about this mod that's so awesome.
So good on you, dudeman. Keep doin' what you love. The passion shows!
Really interesting mod. I sort of in the camp of your QnA segment where I think you could have done so much more by implementing script extender but i also appreciate the challenge you took on making it all in game as well.
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Active in terms of development, or popular visibility? I had originally been wanting to add a preprocessor step so that the jump labels work fully as intended, and maybe a few more ops, and the ability to specify BASIC like subroutines and reference ones saved in the filesytem, and also to set remote event triggers so that ordinary objects you pick up or activate could be ensorceled with programs (like else Heart.Break(), which you should definitely play because you can modify that game at no less than three-levels: SPRAK, GRIMM, C#/MSIL), and do some profiling to see if there was any sensible way to boost the IPS, but I don't have a lot of time, and honestly, there has seemed to be crushingly little interest in the type of experimental, computational, and/or nonserious mods I make lately.
I attribute some of this to the idea that a lot of the novelty-seeking playerbase of games moves on, and the users who stay behind are conservative with their modding preferences (liking graphical, organizational, and realism tweaks, especially the ones that are vetted and recommended in guides), but maybe it's just the usual problem of me being too offbeat for people's tastes?
(Then after that I had added the SPAWN and WARPTO ops as conveniences but didn't add the MURDER one back.)
You can still store "KILL" or "KILLESSENTIAL" into a string and use CALL on TARGET to call Actor's Kill() or KillEssential() instance method that way.
Remember that those have always-mandatory arguments (e.g. akKiller, see https://www.creationkit.com/fallout4/index.php?title=KillEssential_-_Actor) which you must append to the end of the CALL instruction.
STR FUNK KILLESSENTIAL
CALL R TARGET FUNK PLAYER
I'm a first year Game Dev student dipping my toes into C++, C# and LUA, farting around in Unity, Unreal & Game Maker.
I'll almost certainly -never- download this mod. But, I love it. I love your enthusiasm about computing inside a computer game, and I really admire people who are passionate enough to simply make something they love and share it, even if maybe a half-dozen others actually -get- what it is about this mod that's so awesome.
So good on you, dudeman. Keep doin' what you love. The passion shows!
Seriously, though... EPA.. you are insane. This is amazing.