Quote Originally Posted by Freddie View Post
I'm talking about HotkeyNet 2's language, not HotkeyNet 1. HotkeyNet 2 has a real language. Here's an overview:

http://hotkeynet.com/hkn2/ref/LanguageOverview.html

One of the main reasons why I wrote a language from scratch instead of, e.g., adapting Lua was the following paragraph from the page I just linked:


To make the language do that, every internal piece of the language had to be designed for it. The data structures that represent variables, the binding method for functions, the syntax of the language, the way strings of byte code are fed into the interpreter ... everything had to be designed for it. Maybe it would be practical for some people to retrofit that into a complicated program written by other people, but for me, it was easier to start with a clean sheet of paper.
Quote Originally Posted by Jafula View Post
I have two machines, one for my master and a second for my four slaves.

In HKN1, I have a script on my master machine that is not on my slave machine. The script on the main machine has a section that launches WoW, resizes, enters username and password, etc. HKN1 sends this part of the script accross to the second machine and runs it.

By changing the one script on the main machine, I can control what happens on the second.

Without "pre-compiled scripts" this would not be possible.
Why not just push the text script to the 2nd machine and pre-compile it on the 2nd machine instead of sending compiled code over the network?