New replacement nobodies are soon sent through the grinder, too. And that's the demarcation, the line once crossed where one must completely cease to give a shit.
So far as I am aware, HotS SC2 client doesn't add much in the way of features (even the physics appear to consist of more physics-enabled model assets and data-based support), so it should be available to WoL users.
As for how, where and what, data references are one of many markup tags supported by the text type, and it should display correctly in any text display frame that doesn't strip or ignore markup; if you skim the tooltip text entries for standard Abilities, you'll see a number of other data reference tags used to display damage and duration, so its use is fairly common. Regarding applications, if one wanted to display the clan-tag text in a leaderboard, Label dialog control, or custom layout frame, one would simply replace the # char with the relevant player int.
Depends on the gameplay, which determines the goals for which one balances. Often, content can be balanced by time, where the values are calibrated to achieve a given duration; for given damage output and vitals for a set of players, one can scale the targets' vitals and damage to be defeatable within a desired duration.
More broadly, one should start by modeling (which is to say dump into a spreadsheet) the primary and derivative stats of anything relevant to gameplay, and define functions to describe the relationships between these stats. Over time, gameplay and feedback will help one to refine the model of balance, prompting stat tweaks and changes to their relationship functions.
natives.galaxy doesn't include all the natives; lacks the AI natives, notably. I've attached a file containing all the natives extracted from natives.galaxy and various AI scripts.
Haha, sure, if you believe that the fundamental value types and operators that significant portions of the galaxy API depend upon would be changed ever, then I can see why you'd err in thinking Deaod's work could be outdated. Better still, by your own admission you assume the operator precedence table which you copied from your reference material on C, rather than actually test it, is more accurate than the table composed by the person who actually tested it.
This appears to be a case of rapidly-progressing acute NIH Syndrome.
"So I guess there's some kind of difference between using test in editor or having the map on battle net itself."
Lately this is becoming ever more the case. May need someone to compile a list of consistency issues between editor tests and battlenet play so it can be reported to the devs.
It's probably overhead from loading the assets and data on demand; there is a menu in the editor for preloading (which adds it to the map's preload list) or it can be done via Preload actions via the trigger editor.
Script users often encounter the problem of referencing terrain-editor placed objects. There are a few solutions.
RegionFromId (int id) is what GUI uses to get preplaced objects, but GUI has access to the ids; a scripter would need to find the id and input it manually, which is dreadfully cumbersome. RegionFromName (string name) is far more convenient and suits your implementation. One may also use the region API to create regions from the script rather than refer to preplaced regions, but it's not always practical.
EDIT: Oh, and your error was caused by an undefined identifier, in that Spawn_Left is not automatically made a variable by the editor, so you can't reference it like that.
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Stay on topic or the topic gets locked. In a trunk. At the bottom of a lake. On Europa.
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Difficult to care about a narrative when the franchise cycle is driven by directorial pretense and its misguided ambition to be cinematic, hoping to take credit for all the face-twisting dramatic feels, the aspiration requires devouring the drama fodder which consists entirely of kill-murdering the few well-known characters in a course of stiffly-choreographed death sequences garnished with long-lasting last words demonstrating the emotional breadth and insight of a pre-teen power fantasy.
New replacement nobodies are soon sent through the grinder, too. And that's the demarcation, the line once crossed where one must completely cease to give a shit.
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So far as I am aware, HotS SC2 client doesn't add much in the way of features (even the physics appear to consist of more physics-enabled model assets and data-based support), so it should be available to WoL users.
As for how, where and what, data references are one of many markup tags supported by the text type, and it should display correctly in any text display frame that doesn't strip or ignore markup; if you skim the tooltip text entries for standard Abilities, you'll see a number of other data reference tags used to display damage and duration, so its use is fairly common. Regarding applications, if one wanted to display the clan-tag text in a leaderboard, Label dialog control, or custom layout frame, one would simply replace the
#
char with the relevant player int.0
Insert the data reference markup
<d Player="#" GameValue="PlayerClanTag"/>
into text.0
Depends on the gameplay, which determines the goals for which one balances. Often, content can be balanced by time, where the values are calibrated to achieve a given duration; for given damage output and vitals for a set of players, one can scale the targets' vitals and damage to be defeatable within a desired duration.
More broadly, one should start by modeling (which is to say dump into a spreadsheet) the primary and derivative stats of anything relevant to gameplay, and define functions to describe the relationships between these stats. Over time, gameplay and feedback will help one to refine the model of balance, prompting stat tweaks and changes to their relationship functions.
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natives.galaxy doesn't include all the natives; lacks the AI natives, notably. I've attached a file containing all the natives extracted from natives.galaxy and various AI scripts.
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Haha, sure, if you believe that the fundamental value types and operators that significant portions of the galaxy API depend upon would be changed ever, then I can see why you'd err in thinking Deaod's work could be outdated. Better still, by your own admission you assume the operator precedence table which you copied from your reference material on C, rather than actually test it, is more accurate than the table composed by the person who actually tested it.
This appears to be a case of rapidly-progressing acute NIH Syndrome.
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mid, Deaod has long since documented Galaxy, its Types, its Operators, and detailed instructions for using its Bitwise Operators.
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"So I guess there's some kind of difference between using test in editor or having the map on battle net itself."
Lately this is becoming ever more the case. May need someone to compile a list of consistency issues between editor tests and battlenet play so it can be reported to the devs.
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Ought to be an intellectually stimulating exercise.
Since this is not related to melee map development, moving this to General Chat; it will receive more exposure there, as well.
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No, player handles don't change. Playing with a different player handle requires playing in a different region or playing on a different account.
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Unit data, Flags, enable Unselectable to disable the preselection circle, and Untargetable to disable the preselection circle in target mode.
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Triggering Player GUI function works, as one would expect; it returns an integer corresponding to the player slot.
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It's probably overhead from loading the assets and data on demand; there is a menu in the editor for preloading (which adds it to the map's preload list) or it can be done via Preload actions via the trigger editor.
0
Script users often encounter the problem of referencing terrain-editor placed objects. There are a few solutions.
RegionFromId (int id)
is what GUI uses to get preplaced objects, but GUI has access to the ids; a scripter would need to find the id and input it manually, which is dreadfully cumbersome.RegionFromName (string name)
is far more convenient and suits your implementation.One may also use the region API to create regions from the script rather than refer to preplaced regions, but it's not always practical.
EDIT: Oh, and your error was caused by an undefined identifier, in that Spawn_Left is not automatically made a variable by the editor, so you can't reference it like that.