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Re: How do you make a local Script Builder?

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ScriptingRevolution is not online. ScriptingRevolution
Joined: 19 Sep 2015
Total Posts: 528
09 Jun 2016 07:47 PM
Someone told me it had to do about a "lua phraser"


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Casualist is not online. Casualist
Joined: 26 Jun 2014
Total Posts: 4443
09 Jun 2016 07:50 PM
parser. You have to parse lua into a set of virtual instructions which will then be carried out in lua. cntkillme (Flux_Capacitor) has a working one I think
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ScriptingRevolution is not online. ScriptingRevolution
Joined: 19 Sep 2015
Total Posts: 528
09 Jun 2016 07:56 PM
And thats all?


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Kodran is not online. Kodran
Joined: 15 Aug 2013
Total Posts: 5330
09 Jun 2016 08:51 PM
yeah it reads the text the player puts in and then executes it as a script.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
09 Jun 2016 08:53 PM
"And thats all?"
xDxDxD
If only it were that easy.
I mean sure, there're probably good ones out there, but most of the ones I've tried are broken or glitchy, and they're ALWAYS inefficient.
And to make your own is a nightmare unless you already know how parsers and/or Lua VM code works.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
09 Jun 2016 08:56 PM
I don't really mean anything by what I say, other than I have had horrible experiences doing it. I've heard recently a lot of people talking about cnt's parser though. Maybe I should check it out?
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GGGGG14 is not online. GGGGG14
Joined: 29 Jan 2012
Total Posts: 25344
09 Jun 2016 08:57 PM
With the annihilation of loadstring I imagine it is much harder.
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Froast is not online. Froast
Joined: 12 Mar 2009
Total Posts: 3134
09 Jun 2016 09:23 PM
Most script builders don't bother with parsers, the simple way to do it is to just have a server that you upload the script to and then have the server upload that script into a trusted model (that the place owner has in their inventory) which can finally be inserted into the game as a fully working local script.
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