The whole reason I requested the Custom User C Code object was so that users could add some custom code to thier levels in my game using only the functions and feature I had predefined, and thier own functions, just like in C based software. The problem with LUA is that it is more of an internal thing, and in my tests there isn't a good way to interact with it the way I want to. I am not going for speed or efficiency, I am going for the user ability to make thier levels more fun and unique by having more control over their level in the game.
While LUA does seem easier to learn and is more user friendly, it takes up a bit more space and needs to have some work done to create a compression system than with C and others. For example; I will give two versions of code, LUA and C, that do the same thing:
Not including NewLines, 40 characters.
Not including NewLines, 37 characters.
What I want to know is if there is a possibility for the folowing things with LUA:
-Ability to stop loops
-Ability to run code step by step (for user debuggers)
-Knowledge of wheather in a situation as above with the two code formats, which type (LUA or C) would take up less space
-Ability to disable certian things and only use certian syntax forms (eg do not allow use of include scripts)
And some more things. The point is that although people tell me LUA is exactly what I am looking for and will do what I want, it just doesn't. These are the things I am looking for to implement in my game, but I am not finding them where people tell me I will find them.
LUA+ is an awesome extension and it does a very good job, it just doesn't fit in my situation. So, I want to know how I can get these things with LUA or other, and if this is a good idea. I don't want to have to make my own code parser in MMF2 with the features I need, that'd be too slow. Although MMF2's event interface allows me to do this easily it just won't do it faster than 1 FPS on most computers. :crazy:
So, and suggestions or ideas?