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    posted a message on Galaxy Editor Limits

    Is it true Blizzard is putting more support towards the GUI, and there is more things you can do in the GUI that you can't with just galaxy? I know that the GUI is just a wrapper for Galaxy, but I think someone had said there are additional features like libraries or something?

    I haven't looked at the editor since like WoL Release so just wondering if this is true. Do most people just code using GUI...? If that is true is that because there is no tool for Galaxy? I'm just trying to gather more information before I waste a crap ton of time.

    I don't want to write maps using the GUI, but I don't want to write a tool if there is going to be no use for it :P.

    Posted in: Galaxy Scripting
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    posted a message on Galaxy Editor Limits

    Cool I can always count on you Jade; I appreciate it like always.

    Posted in: Galaxy Scripting
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    posted a message on Galaxy Editor Limits

    Is there a complete list of all the Galaxy Editor limitations? I would rather not do the grunt work if other people have discovered it. I am looking for things such as the max number of threads, heap limit, stack limit, and any other types of limitations related to triggers/scripting. I would like to mess around with a custom parser and lexer, but need some of these requirements.

    Posted in: Galaxy Scripting
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    posted a message on A.i. basics/ making a A.I from scratch?

    Look up StateMachines, and States. A properly built AI is built using StateMachines. It gives you the ability to easily transition between the different set of actions a unit can be doing at a time. It also makes your code extremely flexible, and you can easily add additional states when you want your AI to do something else in the future.

    Posted in: AI Development
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    posted a message on Performance Question (Periodic Event vs Event on Periodic Effect)

    I did not even see this line, and this is actually why you are achieving better performance with the first option.

    "And do something with the unit that cast the effect? (The effect MarketGold is a periodic effect of the behavior MarketGold with an interval of 5 seconds)"

    ALL of those buildings are periodically signalling an event, versus an event being signaled once every 5 seconds. My mistake; I need to read questions more carefully :).

    Posted in: Triggers
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    posted a message on Performance Question (Periodic Event vs Event on Periodic Effect)

    @flyingspatula: Go

    This all depends on how Blizzard is handling it. I would think Blizzard would take that into consideration, and limit the number of threads. I'm not sure how well thought out their garbage collector is, but there is a possibility of memory build up. All the locals and events are being created. You could also have a huge cpu hog from just the loop, depending on how fast it is iterating.

    I honestly would not worry about this, and my best advice is just don't be stupid.

    Posted in: Triggers
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    posted a message on Performance Question (Periodic Event vs Event on Periodic Effect)

    There is only 1 instance of the trigger. They will have a copy of each signaled event.

    Example: Trigger Events Player 1 Types a Chat Message Player 2 Types a Chat Message etc... Player 10 Types a Chat Message

    If Player 1 enters a chat message then the event is signaled for each player. Everyone gets a copy of the event. So each player has 1 instance of it, so 10 instances were created because in this example 10 players are in the game. It doesn't matter if there is an infinite loop or not.

    An event is most likely made up of: - Name - Any attributes like "Attacking Unit"

    Posted in: Triggers
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    posted a message on Performance Question (Periodic Event vs Event on Periodic Effect)

    <<quote>>Timer - Every 5.0 seconds of Game Time And select all units with the behavior "MarketGold" in a group to do something with every single one of them

    or

    Environment - Player Any Player uses Effect MarketGold<</quote>>

    If you think about this from both a Game Engine perspective, and an algorithm perspective the 2nd choice is better.

    Most Game Engines have an EventBus for globally signalling everything when a specific event occurs. This is very expensive because you have to notify everything that is a listener. Your first solution is constantly saying HEY EVERYBODY WE TICKED AGAIN. Your second solution is only sending signals when a Player uses that effect.

    From an algorithm point of view the first one is much worse because you have to search through the Engine's QuadTree for everything [O(n)] and say HEY DO YOU HAVE THIS? The second solution is a better approach because you have the event an you can access everything in constant time.

    Posted in: Triggers
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    posted a message on Get Date Function?

    I stumbled across a GetTimeOfDay function. Does anyone know if it's possible to get Battle.net's date? Either a function, or a "hacky" solution?

    Posted in: Galaxy Scripting
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    posted a message on Going from XML -> Dialog Actions/Functions

    Thanks for answering my question. If I want to dynamically change my text how can I do that? I can't seem to find any method to grab a dialog item by name.

    Posted in: UI Development
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    posted a message on Loop unrolling - perfomance advantage?

    You are better off using Amdahl's law when trying to optimize your code. Find the biggest bottleneck, and improve that. This will have the biggest effect on your performance. So pretty much what Deaod said because most of the time it's your algorithms. The galaxy compiler also probably automatically unrolls your loops because modern compilers do it behind the scene.

    Also consistent readable code is by far better than unreadable code. Less room for bugs, which means less development time. (Unless you are making some sort of standard library, which is not the Starcraft2 mod scene)

    Posted in: Galaxy Scripting
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    posted a message on Going from XML -> Dialog Actions/Functions
    Quote:

    use the trigger actions "Create Dialog Item From Template" or "Create Dialog Item In Panel From Template" to create it in a dialog or a panel using the template you made there.

    Right that's what I was asking for help with. I'm getting an error when I'm hooking it up and wanted to see someone do it the correct way. Do I create a Dialog Item for each Frame item in xml, or do I just create one for the initial panel. If I have to create a Dialog Item for each component what is the proper order?

    Posted in: UI Development
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    posted a message on Going from XML -> Dialog Actions/Functions

    I couldn't find a good tutorial that explains what to do after you write the XML. I have the XML, and a style font made. I'm just not sure how to hook this up properly with actions. I'm getting errors when I do it so I'd rather see the proper way. Could someone post code, or upload a map of how to do proper hooking up of Dialog Items with my XML?

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="Frame" name="OptionsFrame">
            <Height val="500"/>
            <Width val="500"/>
            <Frame type="Frame" name="PointsFrame">
                <Height val="250"/>
                <Width val="500"/>
                <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Frame type="Label" name="PointsTitle">
                    <Style val="OptionsTitle"/>
                    <Height val="250"/>
                    <Width val="500"/>
                    <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                    <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                </Frame>
            </Frame>
    
            <Frame type="Frame" name="ModesFrame">
                <Height val="250"/>
                <Width val="500"/>
                <Anchor side="Top" relative="$parent" pos="Min" offset="250"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Frame type="Label" name="ModesTitle">
                    <Style val="OptionsTitle"/>
                    <Height val="250"/>
                    <Width val="500"/>
                    <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                    <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on Crater of Carnage Team Thread (Positions Filled)
    I just have to say... Let the guy do what he wants. He is asking for help, not what you think of his idea. Let him pay what he wants. It was helpful to tell him that he was very vague at first :). I think it would be helpful if you listed what you needed done, but in a discrete way. Meaning like someone to make UI. (But your hiding what your UI will look like to public. That's just an example.
    Posted in: Team Recruitment
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    posted a message on So I've got 2 Dota 2 Invite
    Honestly you haven't experienced DotA 2 till SuPa_Link plays the game. Once this lad receives a beta key and plays it the level of enjoyment goes up. It's a good deed for yourself and everyone else that's currently playing it. If you truly want to experience DotA 2 and make a difference, take a look deep down. Make the right choice ;).
    Posted in: Off-Topic
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