Tileset and height editing was possible in the WC3 version of the editor, so I hope it makes its way into the release version. Hopefully. I think everyone can think of some great uses for it.
Register an event that occurs when the unit is killing another unit.
There's a unit property you can edit specifically for his kills.
Just decrement it by one for every kill he gains. :P
I couldn't get my script to compile in the editor for the life of me until I figured out I was only using \n as my line endings (developing on a Mac atm). It seems a bit weird that the line endings alone could prevent Galaxy code from compiling.
Edit: maybe not, but it does completely screw up the compile checker's line-by-line error reporting.
You can view native function names. View -> View Raw Data.
As for writing in pure Galaxy, I'm writing my triggers in pure Galaxy, importing them into the map and overwriting MapScript.galaxy. Admittedly, it's not perfect but it works for me since I have no use for GUI.
Nope. I'm actually running it in virtualization on my Mac and it runs like a beast. I wouldn't know the difference between native and otherwise sometimes. I haven't had a single problem with unexpected crashes and whatnot.
I'll update this thread with bugs I find with the natives and the tests.
native void UnitSetScale(unit p1, fixed p2, fixed p3, fixed p4);
It's impossible to scale the individual axis individually of each other. From what I understand, p2 represents the x-axis, p3 the y, and p4 the z-axis.
I've been looking around the natives for a while, keeping my eye out for something like that. I haven't seen anything which leads me to believe it may just not be possible. You might be able to hack something together though if you modify the user's UI to overwrite the name field with something you can specify by triggers.
Ok it's not perfect but I've managed to think of a solution. I'll document it here in case anyone ever has a problem like this again.
I'll be creating my own GUID counter, starting at 1, and using UnitSetCustomValue to set index 0 to it's GUID. I'll then use the bank system to load a key that's derived from the GUID, which should return a string.
And that should get around my ugly problem of needless looping. :)
Yes, it looks extremely promising but I'd need a way to associate a unit directly to it's key value in the bank. This would be easy if the units had a nice function to get something like a GUID but I can't find anything like that.
I've been looking through SC2's vast array of natives for a way I can accomplish something like retrieving and assigning a string value from a unit.
I'm sure there's a way to do this (albeit inefficiently), but I'm wondering if anyone has any better ideas than making giant arrays and iterating through them to find the matching unit and it's associated string in a parallel array. (Or I could use a struct, but same looping effect).
I've worked with Assembla before, so I'm just more comfortable with it (and I didn't realize this was owned by Curse, so I wasn't sure how stable it'd be long-term). By the time I have a playable map though I'm sure I'll be uploading stuff to SC2Mapster. I can't tell you just how helpful this site has been with the API documentation and other stuff. I keep a dedicated tab open for it now. :)
I'll take any help I can get. Why don't you drop me a line on AIM? My SN is the same as my username here, MotiveMe. Just mention you're from Sc2Mapster.
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Tileset and height editing was possible in the WC3 version of the editor, so I hope it makes its way into the release version. Hopefully. I think everyone can think of some great uses for it.
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Use a version control system such as subversion on the extracted components of the SC2Map file. Since most stuff is xml-oriented, it works quite well.
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Register an event that occurs when the unit is killing another unit. There's a unit property you can edit specifically for his kills. Just decrement it by one for every kill he gains. :P
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I couldn't get my script to compile in the editor for the life of me until I figured out I was only using \n as my line endings (developing on a Mac atm). It seems a bit weird that the line endings alone could prevent Galaxy code from compiling.
Edit: maybe not, but it does completely screw up the compile checker's line-by-line error reporting.
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Players are represented by integers now.
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You can view native function names. View -> View Raw Data.
As for writing in pure Galaxy, I'm writing my triggers in pure Galaxy, importing them into the map and overwriting MapScript.galaxy. Admittedly, it's not perfect but it works for me since I have no use for GUI.
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I'm removing the one about tint now, I was corrected on that note.
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Nope. I'm actually running it in virtualization on my Mac and it runs like a beast. I wouldn't know the difference between native and otherwise sometimes. I haven't had a single problem with unexpected crashes and whatnot.
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I'll update this thread with bugs I find with the natives and the tests.
native void UnitSetScale(unit p1, fixed p2, fixed p3, fixed p4);
It's impossible to scale the individual axis individually of each other. From what I understand, p2 represents the x-axis, p3 the y, and p4 the z-axis.
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I've been looking around the natives for a while, keeping my eye out for something like that. I haven't seen anything which leads me to believe it may just not be possible. You might be able to hack something together though if you modify the user's UI to overwrite the name field with something you can specify by triggers.
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Ok it's not perfect but I've managed to think of a solution. I'll document it here in case anyone ever has a problem like this again.
I'll be creating my own GUID counter, starting at 1, and using UnitSetCustomValue to set index 0 to it's GUID. I'll then use the bank system to load a key that's derived from the GUID, which should return a string.
And that should get around my ugly problem of needless looping. :)
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Yes, it looks extremely promising but I'd need a way to associate a unit directly to it's key value in the bank. This would be easy if the units had a nice function to get something like a GUID but I can't find anything like that.
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I've been looking through SC2's vast array of natives for a way I can accomplish something like retrieving and assigning a string value from a unit. I'm sure there's a way to do this (albeit inefficiently), but I'm wondering if anyone has any better ideas than making giant arrays and iterating through them to find the matching unit and it's associated string in a parallel array. (Or I could use a struct, but same looping effect).
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I've worked with Assembla before, so I'm just more comfortable with it (and I didn't realize this was owned by Curse, so I wasn't sure how stable it'd be long-term). By the time I have a playable map though I'm sure I'll be uploading stuff to SC2Mapster. I can't tell you just how helpful this site has been with the API documentation and other stuff. I keep a dedicated tab open for it now. :)
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I'll take any help I can get. Why don't you drop me a line on AIM? My SN is the same as my username here, MotiveMe. Just mention you're from Sc2Mapster.