O_o Doesn't take longer than 5 seconds for me. But then again, I only have around 4000 lines so far.
I found another function that doesn't work: libNtve_gf_SetDialogItemToggled. The program doesn't recognize it as a valid method (It doesn't highlight it, can't compile it, etc.) It seems to work in 3.1.0, but that version doesn't let me inject. I tried using the native, but the native uses the constant c_triggerControlPropertyToggled, which for some reason is also unrecognized by galaxy + +. :/
To add colors to text, what I did was define the borders in the text editor and call them using ExternalString. (You can add new ones by copying and pasting, and then editing its contents. You can't change its Data name, so it'll stay something funky.) Then you can concatenate the strings with your texts inside the borders. It's similar to how you would add styles in a forum post like this. It is kind of annoying, so you should create a custom function for this method should you choose to use it.
@Elunder, you actually can declare multiple local variables in one line: int a = 2, b, c = a + 1;
As for the StringExternals, it's how GUI writes strings and texts. Check in the Text Editor and you'll see the strings there. I think if you leave the StringExternals as they are, your galaxy + + script will be able to refer to it (not sure if the GUI deletion will delete the Text Editor files too). If that doesn't work, you'd have to go back and copy-paste all of your strings and texts. :/
Ah, alright, that makes sense. Is it possible for dynamic arrays to crash the game through memory overload, or would it stop creating new variables once the limit is reached? Either way, the game would become unplayable at that point, so it doesn't really matter all that much. But theoretically, what would happen?
For the resize array functions, is it worth using even if the array can go into hundreds? I was using a series of variables to set data for my units, but creating thousands of variables is taxing on the memory. I figured resizing the array would allow the map to allocate however much memory is necessary based on how many units are actually in the map rather than pre-creating so much. Looking at the code, however, it just creates a string variable, which I presume just becomes longer as I increase the array length. Is this still a viable option even with potentially hundreds of arrays?
Sweet. I thought this project was abandoned. For some reason, when I try to compile, it gives me an error for all the built-in constants, such as c_fixedPrecisionAny.
Actually, after some testing, it won't let me compile at all. I created a new project and tried to compile it without any changes, and it gave me this error: MapScript[5, 18]: Unable to find a matching method. It would give me this error even even when I practically erased everything in that file.
For some reason, the function UnitGroupSearch(string, int, point, fixed, unitfilter, int) doesn't work in Galaxy++.
That is, if I use this function, the compiler doesn't recognize this as a native function and gives me an error.
How do you use mod methods such as from the Campaign or GAx3? The include doesn't work either.
O_o Doesn't take longer than 5 seconds for me. But then again, I only have around 4000 lines so far.
I found another function that doesn't work: libNtve_gf_SetDialogItemToggled. The program doesn't recognize it as a valid method (It doesn't highlight it, can't compile it, etc.) It seems to work in 3.1.0, but that version doesn't let me inject. I tried using the native, but the native uses the constant c_triggerControlPropertyToggled, which for some reason is also unrecognized by galaxy + +. :/
To add colors to text, what I did was define the borders in the text editor and call them using ExternalString. (You can add new ones by copying and pasting, and then editing its contents. You can't change its Data name, so it'll stay something funky.) Then you can concatenate the strings with your texts inside the borders. It's similar to how you would add styles in a forum post like this. It is kind of annoying, so you should create a custom function for this method should you choose to use it.
@Elunder, you actually can declare multiple local variables in one line: int a = 2, b, c = a + 1;
As for the StringExternals, it's how GUI writes strings and texts. Check in the Text Editor and you'll see the strings there. I think if you leave the StringExternals as they are, your galaxy + + script will be able to refer to it (not sure if the GUI deletion will delete the Text Editor files too). If that doesn't work, you'd have to go back and copy-paste all of your strings and texts. :/
Ah, alright, that makes sense. Is it possible for dynamic arrays to crash the game through memory overload, or would it stop creating new variables once the limit is reached? Either way, the game would become unplayable at that point, so it doesn't really matter all that much. But theoretically, what would happen?
For the resize array functions, is it worth using even if the array can go into hundreds? I was using a series of variables to set data for my units, but creating thousands of variables is taxing on the memory. I figured resizing the array would allow the map to allocate however much memory is necessary based on how many units are actually in the map rather than pre-creating so much. Looking at the code, however, it just creates a string variable, which I presume just becomes longer as I increase the array length. Is this still a viable option even with potentially hundreds of arrays?
Sweet. I thought this project was abandoned. For some reason, when I try to compile, it gives me an error for all the built-in constants, such as c_fixedPrecisionAny.
Actually, after some testing, it won't let me compile at all. I created a new project and tried to compile it without any changes, and it gave me this error: MapScript[5, 18]: Unable to find a matching method. It would give me this error even even when I practically erased everything in that file.
For some reason, the function UnitGroupSearch(string, int, point, fixed, unitfilter, int) doesn't work in Galaxy++.
That is, if I use this function, the compiler doesn't recognize this as a native function and gives me an error.