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A couple of questions about "InfinityScript".

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Опубликовано:

Note that this topic is pretty much aimed at NTA, but there's nothing to stop other people contributing their opinions.

 

When the script is parsed, is it simply translated into native functions, or is there a low-level backend? And will the scripts be able to be developed and 'compiled' (if there is some form of compilation) from VS/#Develop?

 

Thanks.

Опубликовано:
Note that this topic is pretty much aimed at NTA, but there's nothing to stop other people contributing their opinions.

 

When the script is parsed, is it simply translated into native functions, or is there a low-level backend? And will the scripts be able to be developed and 'compiled' (if there is some form of compilation) from VS/#Develop?

 

Thanks.

 

I guess (note, this is it only a guess), that the only reason to create the possibility of coding in C# for any CoD is, that you can compile it. Otherwise normal GSC scripts would be perfectly fine and NTA had no reason to "port" those script functions to another language.

I guess, that you will create normal assemblies (dlls) via Visual Studio based on some rules (like required init() functions), that do get loaded dynamically via IW5M.

Опубликовано:

Im guessing this:

http://msdn.microsoft.com/en-us/library/ms404385.aspx

 

 

Also with C# you would be able to use all other parts of the C# language and not only the gsc-like functions, which would allow you to connect to databases, http calls and so on.(My guess)

Опубликовано:
Also with C# you would be able to use all other parts of the C# language and not only the gsc-like functions, which would allow you to connect to databases, http calls and so on.(My guess)

 

Amesome fact, never thought about that, but you are totally right.

Опубликовано:

InfinityScript allows access to many gsc functions and callbacks because (correct me if I'm wrong) MW3 does not have a working script compiler, so modding through .gsc scripts is impossible.

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