Programming maps in PB2

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Programming maps in PB2

Postby Max teabag » 16 November 2019, 18:52

Hi, I made an application that allows map makers to write code to make logic for maps.
Demonstration:


The program generates an .XML file from the C# objects. Optionally, it will download a map from the server and then upload it automatically combining the existing map and the new stuff from the code.

I made it initially for fun, but I found it useful because it saved a lot of time when working with triggers.
The program uses C#.
You can use Visual Studio or Visual Studio Code.
The project is open source and can be cloned/downloaded here:
https://github.com/Maxteabag/plazmascript

There's quite a lot of trigger actions and features missing, but I'm waiting to work more on this before it's proven, useful before adding more stuff. Of course, contributors are welcome too.
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Re: Programming maps in PB2

Postby mister mayhem » 16 November 2019, 19:34

Holly molly.

Well isn't this going to be useful.
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Re: Programming maps in PB2

Postby generaltahsin » 18 November 2019, 12:40

You just gave me the best motivation to me start learning C#.
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Re: Programming maps in PB2

Postby Max teabag » 18 November 2019, 13:53

generaltahsin wrote:You just gave me the best motivation to me start learning C#.


I'm glad. Maybe I'll make a C# tutorial directed at PB2 map makers xD
If you are already customed to working with variables, timers and triggers, I would say you're in a very good position to learn programming.
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Re: Programming maps in PB2

Postby MLG COOL DOMINIK » 18 November 2019, 19:36

This looks useless, just use the editor normally, why waste time to learn coding for something as simple as placing a trigger
Nobody actually plays this game now, do they?
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Re: Programming maps in PB2

Postby Green Eyed Demon » 19 November 2019, 17:56

MLG COOL DOMINIK wrote:This looks useless, just use the editor normally, why waste time to learn coding for something as simple as placing a trigger

Well that's a very narrow minded way of looking at things, innit?
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Re: Programming maps in PB2

Postby MLG COOL DOMINIK » 19 November 2019, 23:27

Green Eyed Demon wrote:
MLG COOL DOMINIK wrote:This looks useless, just use the editor normally, why waste time to learn coding for something as simple as placing a trigger

Well that's a very narrow minded way of looking at things, innit?

Well what does it help with?
Nobody actually plays this game now, do they?
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Re: Programming maps in PB2

Postby mrblake213 » 20 November 2019, 05:32

MLG COOL DOMINIK wrote:This looks useless, just use the editor normally, why waste time to learn coding for something as simple as placing a trigger


I do agree that it doesn't increase accessibility nor convenience but something like this proves that programming maps in PB2 is possible and can make way for PB2.5's map programming capabilities.

It also shows on how innovative or creative Max is on finding this out on his own.
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