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Thread: Questions & Answers

  1. #91
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    Re: Questions & Answers

    I learned C in 2006, and when I started scripting SA-MP gamemodes (2007) I didn't need to learn PAWN because it is similar (at least the syntax). I've never been professional with coding in PAWN though, just the basics

  2. #92

    Re: Questions & Answers

    [quote author=Recycler link=topic=98.msg2973#msg2973 date=1316564707]
    I learned C in 2006, and when I started scripting SA-MP gamemodes (2007) I didn't need to learn PAWN because it is similar (at least the syntax). I've never been professional with coding in PAWN though, just the basics
    [/quote]
    That's how I learned PHP as well. I learned PAWN and LUA, and then PHP was too easy.
    Game Developer, Modder & Webmaster.

  3. #93

    Re: Questions & Answers

    so could you have done this mod in c?

  4. #94
    Senior Member Volumed's Avatar
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    Re: Questions & Answers

    [quote author=al5xander link=topic=98.msg2980#msg2980 date=1316637455]
    so could you have done this mod in c?
    [/quote]

    Why the hell will you do that. :P

  5. #95
    Senior Member Dantiko's Avatar
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    Re: Questions & Answers

    wasting time maybe...
    "Only a few don't give up on games, and only a few give up on life"

  6. #96

    Re: Questions & Answers

    im just curious

  7. #97
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    Re: Questions & Answers

    Technically it would have been possible to code vaultmp in C, but would have been a lot harder. C++ is a more powerful language featuring object orientation and all of the benefits which are tied to this (classes / objects, constructors / destructors, polymorphism, virtuality...just to name a few).

    Good example to show why C++ is so much better is the game object model implemented in vaultmp (inheritance): https://docs.vaultmp.com/class_object.html The base of a Player is always an Actor (NPC in-game), an Actor is always a Container ("has an inventory&quot, a Container is always an Object (the Object in-game can be either an Actor or a plain container, i.e a mailbox), and all Objects are References (reference IDs in-game). Items can be part of a Container, but also be independent Objects (dropped items etc). Languages like C++ allow to exactly represent this relationship and make it a lot easier to write game code.

  8. #98

    Re: Questions & Answers

    Interestingly interesting! ;D Wish I had the patience to learn such things :-\

  9. #99

    Re: Questions & Answers

    [quote author=ArathHunter link=topic=98.msg3061#msg3061 date=1317081329]
    Interestingly interesting! ;D Wish I had the patience to learn such things :-\
    [/quote]

    Same... I've always wanted to learn some languages and make cool programs, but I never found myself willing to sit down and read about them.
    ~Farlo

  10. #100

    Re: Questions & Answers

    Where is the updated "default.fos" for F:NV? I have downloaded rev147 but I can not find it.

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