Script is nicer than GUI but so bare bones it's painful at times. Imagine if script had auto completion, meaningful namespaces and on the fly syntax checking! (lets hope Andromeda and the custom editors deliver)
I basically dont bother using script because it is missing those features. IMO script really isnt nicer then the GUI, though doing simple things may seem like it takes longer (because you have to click through lists.. but thats wht the search line if for i find stuff pretty quick in there these days), but really I can write triggers in GUI faster then in script, because I know I dont have to worry about syntax errors. Using a thrid party tool to write script then have to copy it in doesnt save time in my book.
With script you can initialize all your triggers and variables after map init (well most of them).
Even if you use GUI .... it is all "initialized at map load".... it has to be or you wouldnt be able to access these data objects
Now if your using script I believe it is possible to initialize on the fly durring run time... such as creating new triggers with new events... possibly even new variables.... from my understanding that is the only advantage to using script.
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so when my trigger uses Event time elapsed 1 second.... I could care less how the script actually initializes the trigger... im more concered about when my trigger is run.... and I know its gonna run after the game is loaded.... using the time elapsed event... considering that The time elapsed doesnt start ticking untill the game is loaded.....
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When you run something at 1 second elapsed time then you actually do
something at map init, too.
The GUI trigger automatically adds a piece of script that creates your
trigger at map init.
All triggers are created at map init, no matter what their events are.
Also all variable initialization is done at map init.
Im not so sure about that. The variables may be initialized yes. But If i set it to = 1 I believe thats not done at map initialization.
Like he said. It acts differently with his portraites based on whether or not he runs it off the initialization event.
My point is I avoid running anything directly from the initialization event like its the plauge.
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Yeah ... I dont use script at all..
so when my trigger uses Event time elapsed 1 second.... I could care less how the script actually initializes the trigger... im more concered about when my trigger is run.... and I know its gonna run after the game is loaded.... using the time elapsed event... considering that The time elapsed doesnt start ticking untill the game is loaded.....
Im not so sure about that. The variables may be initialized yes. But If i set it to = 1 I believe thats not done at map initialization.
Like he said. It acts differently with his portraites based on whether or not he runs it off the initialization event.
My point is I avoid running anything directly from the initialization event like its the plauge.
Whether you use Scirpt or GUI doesnt make a difference they are the same thing.
I dont run any thing on Initialization, because it causes errors in a lot of cases.
I run them On time elapsed 1 second.
Most my stuff I create a "game start" trigger which I run after doing my own "setup sequences"
This is kinda a carry over from Wc3 for me ... I learned early to never use map initialization event lol or well ... to just avoid it
I know for certain things that "map initialization" prolly has benefits... but for custom maps it really shouldnt make a difference.
Why are you creating anything at initization in the first place?