Dependencies can force SC2 to load script files. MapScript.galaxy can be empty and NativeLib.galaxy will still be loaded. You can import empty files to replace those forcefully loaded by dependencies.
Care to elaborate on this point? I don't really understand how this is useful.
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@SBeier: Go
Ah, I see, it all makes sense now. This looks to be a good method to cut down load time and prevent unwanted memory usage.
@Deaod: Go
Interesting...
You can import empty files to replace those forcefully loaded by dependencies.
Any specific files I should replace replace prevent these forced loads? I'm thinking TriggerLib/NativeLib.galaxy only?
Tried removing 'include "TriggerLib/NativeLib"' in my map, but it broke, presumably because I call some functions that are preceded with 'libNtve_gf_'
Native functions can be used without having to declare them.
Wondering how to do this right now.. so for example if I have a native function
libNtve_gf_Derp() <- I'm assuming this is a native function. Could I just call Derp without the prefix 'libNtve_gf_' etc etc?
@Deaod: Go
Not sure how to do that, does it require 3rd party software? Or can be done within game engine?
@Deaod: Go
How do we actually check how much memory our script is currently using?
@Deaod: Go
Dependencies can force SC2 to load script files. MapScript.galaxy can be empty and NativeLib.galaxy will still be loaded. You can import empty files to replace those forcefully loaded by dependencies.
Care to elaborate on this point? I don't really understand how this is useful.