Eve of the Apocalypse: Twilight

An Aeon of Strife map for Warcraft 3
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 Post subject: Galaxy Editor (For SCII)
PostPosted: April 22nd, 2010, 8:18 pm 
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3/4s Weeaboo
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Joined: June 3rd, 2009, 11:56 pm
Posts: 328
There, a place for it!

GUI Triggering is still annoying to get around, but they definitely added some nice things...
You can now make functions, choosing the return type, and adding parameters to it and such.
It finally natively has structs, which in GUI are called "Records"

Code:
SomeTrigger
    Events
        TriggerAddEventMapInit()
    Local Variables
        i = 0 <int>
        extraUnitData <UnitDataPlus[7]>
    Conditions
    Actions
        While()
            Conditions
                Comparison(i, <, 8)
            Actions
                SetVariable(i, (ArithmeticInt(i, +, 1)))
                SetVariable(extraUnitData[i].energy, 10.0)
                SetVariable(extraUnitData[i].satiation, 10.0)


Code:
SetVariable
    var: extraUnitData
        Index 1: i
        Member: energy
    val: 10.0


[And yes, you can use record types as members of a record, however you can't use them recursively ( no linked lists. =( )

Code:
Inquery
    Variables
        YARRRR <YesYouCan>


I think I may have found a workaround for the no recursive structs, to allow for linked lists.
Code:
node
    Variables
        val = 0 <int>
        link <nodeLister>

Code:
nodeLister
    Variables
        next <node>
        prev <node>

NVM! When I open up members for node in making a comparison or setting a value, it crashes.

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PostPosted: April 23rd, 2010, 8:56 pm 
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3/4s Weeaboo
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Joined: June 3rd, 2009, 11:56 pm
Posts: 328
Arrays for function/definition returns does not work.

Playing with the Use Reference option for parameter options and looking at the view code, it appears to do nothing.

The max shields flag for set unit property is currently broken. It will give the units 340 minus the given value as max health.

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PostPosted: May 2nd, 2010, 8:22 am 
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Jelly Doughnut
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Joined: May 27th, 2006, 8:13 am
Posts: 1431
Location: Germany
The trigger debugging window ( check preferences ) is awesome. It displays what triggers are executing and how long in average a trigger takes to execute.
There are other, yet empty tabs labeled which will most likely let you check all variable values in realtime.

My unit attachment system takes about 2.25ms + 0.5ms for every 12*10 attachments.
What it does is reading angle, distance and facing, calculating polar offset including host facing, moving the attachment and setting its facing according to the host.
So 12 players with each 25 attachments takes about 3ms on my system, leaving me with 27ms to stay inside Starcrafts 32 updates per second.
The main problem is graphic performance when 12*25*6 missiles are fired simultaneous. :P

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Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
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PostPosted: May 3rd, 2010, 4:27 pm 
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3/4s Weeaboo
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Joined: June 3rd, 2009, 11:56 pm
Posts: 328
Trigger GUI fire order has been made less retarded. Triggers are now fire in order from top to bottom on the list, instead of Warcraft III which was first created to last created.

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