[LuaEngine] LuaHypArc
Started by hypersniper, Aug 30 2009 01:10 AM
191 replies to this topic
#181
Posted 01 December 2009 - 05:52 AM
Didn't think of it that way O.O
And sadly I only have links to the command list of LuaHypArc, not the ENTIRE Lua engine. However, I believe Hyper has updated the ArcEmu wiki, so try hitting that up:
http://www.arcemu.info/wiki/
And sadly I only have links to the command list of LuaHypArc, not the ENTIRE Lua engine. However, I believe Hyper has updated the ArcEmu wiki, so try hitting that up:
http://www.arcemu.info/wiki/
#182
Posted 16 December 2009 - 02:48 PM
[left]The changes since Arcemu
Well, people seem to have gotten lost in the changes since the move to Arcemu. This post should bring everyone up to speed on progress.
1. The new timeline is located at http://arcemu.info/t...cripts/timeline - make sure you use it to track updates.
2. A command listing can be found in everyone's scripts folder, or online at the Arcemu SVN, svn://arcemu.org/arcscripts/Trunk/LUA_ENGINE_COMMANDS.txt.
Alright, onto the updates:[color=orange]
1. Linux and x64 support.
2. The ability to put table functions is Register commands. This is a huge advancement that fixes many of Lua's previous variable privacy issues, and improves performance overall. A tutorial on this new standard will be released soon.
3. A complete overhaul of the "guts" of the Lua engine. A man named Paroxysm optimised and neatened up the internal Lunar engine, and renamed it ArcLuna.
4. That same person was courteous enough to teach me much of things that I didn't know, so I have learnt a lot since coming to Arc.
5. Packets put as their own class - like Unit, GameObject, and Item, there is now a Packet class you can use to modify packets in a better way.
6. More of these will be coming soon; we will be seeing a Spell classs to allow for spell editing, perhaps Aura, or even Battleground (crafting battlegrounds in Lua? I say "hell yes!")
7. And of course a few new commands have been released along the way.
Thank you all for your support in getting HypArc this far. And it's got a long way to go. I hope you enjoyed this quick catch up.
Well, people seem to have gotten lost in the changes since the move to Arcemu. This post should bring everyone up to speed on progress.
1. The new timeline is located at http://arcemu.info/t...cripts/timeline - make sure you use it to track updates.
2. A command listing can be found in everyone's scripts folder, or online at the Arcemu SVN, svn://arcemu.org/arcscripts/Trunk/LUA_ENGINE_COMMANDS.txt.
Alright, onto the updates:[color=orange]
1. Linux and x64 support.
2. The ability to put table functions is Register commands. This is a huge advancement that fixes many of Lua's previous variable privacy issues, and improves performance overall. A tutorial on this new standard will be released soon.
3. A complete overhaul of the "guts" of the Lua engine. A man named Paroxysm optimised and neatened up the internal Lunar engine, and renamed it ArcLuna.
4. That same person was courteous enough to teach me much of things that I didn't know, so I have learnt a lot since coming to Arc.
5. Packets put as their own class - like Unit, GameObject, and Item, there is now a Packet class you can use to modify packets in a better way.
6. More of these will be coming soon; we will be seeing a Spell classs to allow for spell editing, perhaps Aura, or even Battleground (crafting battlegrounds in Lua? I say "hell yes!")
7. And of course a few new commands have been released along the way.
Thank you all for your support in getting HypArc this far. And it's got a long way to go. I hope you enjoyed this quick catch up.
#183
Posted 16 December 2009 - 03:35 PM
nice hype this will hopefully elimanate any confusion for anyone who is returning back to the world of lua :3
#184
Posted 19 December 2009 - 07:40 PM
[center][b][item]232652[/item]
[color=white]Reverting unnecessary announcements since '09
[color=white]Reverting unnecessary announcements since '09
#185
Posted 19 December 2009 - 08:01 PM
Ive finally got my core up and running at ArcEmu rev 3035 so it should have the latest edition of LuaHypArc correct?
#186
Posted 23 December 2009 - 07:27 AM
do i have to compile arcscripts or do i just want the command list?
#188
Posted 23 December 2009 - 01:46 PM
If I compile ArcEmu does it come with ArcScripts? Or do I need to get BOTH?
#189
Posted 23 December 2009 - 02:42 PM
Quote
If I compile ArcEmu does it come with ArcScripts? Or do I need to get BOTH?
It comes with ArcScripts.
#190
Posted 26 December 2009 - 05:39 PM
Quote
It comes with ArcScripts.
#191
Posted 26 December 2009 - 05:58 PM
@hypersniper
Ok, thanks for the reply i wanna use your lua engine its looks so good! and grats for becoming a staff on ArcEmu :)
Ok, thanks for the reply i wanna use your lua engine its looks so good! and grats for becoming a staff on ArcEmu :)
#192
Posted 01 November 2011 - 07:19 PM
Hey!! :D
Is there like a Way to get LuaHypArc to work on Trinity? My friend got it to work but he won't tell me how :/ If anyone knows plz tell me i would love it if they can. Ty!!
P.S Hypersniper Nice Release :P
Is there like a Way to get LuaHypArc to work on Trinity? My friend got it to work but he won't tell me how :/ If anyone knows plz tell me i would love it if they can. Ty!!
P.S Hypersniper Nice Release :P
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