I've programmed in PAWN for quite some time, but any one can pick it up and make something use full. It's very easy to learn, it's very fast, and it would make an awesome in between langue. potential plugin makers that really don't know all that much about data types, don't need to know it with this, it makes the learning curve very soft. I would be more then happy to help people with starting to program in PAWN. PAWN is free and it is published under the zLib license (this is a liberal license, and it allows using pawn in commercial applications). You guys have got to give this a shot! Come on, ya know ya want to!
- SmallC plugin interface (Now known as PAWN) for making plugins would be nice.
- client_connect - When a client connects.
- client_disconnect - When a client disconnects.
- client_launches - When a client launches a nuke.
- client_targets - When a client sets a target (for a silo, a plane (bomber, or fighter) or ship (carrier, or battleship).
- client_directs - When a client sets a destination (for a plane (bomber or fighter) or ship (carrier, or battleship).
- client_get_cords - Gets the client's position (X, Y) for everything that is placed.
- Nukes that can go north a south would be nice.
Code: Select all
#include <defcon>
public plugin_init() {
register_plugin("Example Plugin","0.1","Dyflmez")
}
client_disconnect(cid) {
new UName[32]
UName = get_user_name(cid)
chat_print(0, "Oh no, we lost %s!", UName)
}
client_connect(cid) {
new UName[32]
UName = get_user_name(cid)
chat_print(0, "Awsome, %s has joined us!", UName)
chat_print(cid, "Welcome to the server %s.", UName)
}
client_lunches(cid) {
new UName[32]
UName = get_user_name(cid)
chat_print(0, "Ohhhhh shit!\n%s has lunched a nuke!, UName)
}
plugins would be compiled, and then placed into the /DEFCON/plugins dir. From there they would be automatically loaded by DEFCON on startup. From there the pluing takes over and does all of the work that is asked of it. Event handling and what not.