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View Full Version : Pawnonline - Online Pawn Editor



Silentfood
06-29-2012, 08:28 AM
120 (https://ide.extracontrol.co.uk)
Pawnonline has been a project that has been under some work the past few weeks. It's built upon the Pawn scripting language, and after further decisions I have made is specifically for V-TEC MP. If you have any bugs, or suggestions then let me know on this thread.

What is this?
Pawnonline is pretty much a pawno editor (and compiler!) for the pawno language. When you first visit the site, you will be shown the default script for vault-tec multiplayer. If you have your own code, you can simply copy and paste it into the editor.

How do I use it?
To start, write up a simple script and hit compile. The code is executed and an AMX is produced, and a full error log is provided if there is one. If you need to add an include, write your include and hit the ".inc" tab and give it a name. Includes are none-editable and cannot be overwrote. Don't expect this to debug any includes. An include is global, and can be used by you at any time, or someone else if they are going to be using the include.

How does it work?
The code you type is saved in a temporary folder, and a local pawno compiler runs over the code. If there is errors, an AMX won't be produced and the error log will render. If there isn't an error, your AMX file is stored in the same folder and two download buttons will appear direct linking you to the .PWN and the .AMX. The folder is not public, and files are saved with an MD5 hash and your IP address for security. Your files won't ever be 1) Distributed 2) Sold but will eventually be deleted.

What was the main purpose?
To eliminate terrible IDEs, allow a friendly interface and to allow for compatibility between operating systems and browsers. Heck you could even write on the go!

Is it free?
Yeah. I wrote this for another game multiplayer mod, but the community would have ripped my webserver to shreds.

PAWNONLINE (https://ide.extracontrol.co.uk)

Again, if you find a bug or a vulnerability then contact me either on here or by PM please :cool:

Volumed
06-29-2012, 08:49 AM
Looks cool, but i don't believe it will be used a lot for VaultMP in this stage.

Silentfood
06-29-2012, 09:01 AM
The site won't be going anywhere in the next few years, so it's probably just something to archive away till pawn writers come out from the shade :)

foxtacles
06-29-2012, 08:48 PM
Really nice tool! :)

You should enable the -C64 switch though (for pawncc.exe). This is because vaultmp uses 64bit cells, the PAWN compiler assumes 32bit by default. Scripts compiled without -C64 can't be loaded by the server.

Silentfood
06-30-2012, 02:24 AM
Really nice tool! :)

You should enable the -C64 switch though (for pawncc.exe). This is because vaultmp uses 64bit cells, the PAWN compiler assumes 32bit by default. Scripts compiled without -C64 can't be loaded by the server.

Thank you :)
I'll add it onto the command line now.

Silentfood
06-30-2012, 02:26 AM
Added the flag, works fine. Many thanks for that :3