Talk:CScriptParser
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Thanks, this is a very usefull "lib" to get that working.
--Dolphin's Eye
Weapon scripts
Etc.. I wish Valve would have just used XML. Though, shouldn't it be possible to replace all instances of this kind of stuff (if you were really up to it?) I think you could just replace all instances of the current parser in the code with another that parses XML of it instead. Even the tools. (Unfortunately we'd have to recompile Hammer to save in XML format) --AndrewNeo 19:22, 6 Aug 2006 (PDT)
- I agree, I have been considering using TinyXML for my mod, but it would be a lot of rewriting... Also, IIRC some of the keyvalues files we use are loaded by the engine... Although, adding XML support to this class or variations wouldn't take long and provide the option for both. --Scottloyd
- Ah, I wasn't sure if the engine itself used keyvalues or not. I thought that since the keyvalue parser was implemented in the Source SDK code that the engine didn't use it. But then again I suppose that it might be re-implemented so people modding code could use it. In the meantime, I'm thinking of writing a KeyValue to XML and back converter in some language (PHP, Java, who knows) for fun things like XSLT. --AndrewNeo 20:09, 7 Aug 2006 (PDT)