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, I can't get rid of the libraries from the dependencies. How do I delete them? For the Liberty library, I actually deleted the entire dependency, but it's still there.
I was coding in galaxy + + when I found that I can't include libCamp functions in the editor (I don't know if this is only for me or something the author overlooked). After search a bit on Blizzard libraries, I found that it is possible to override the libNtve completely and erase it from MapScript ((`Source).
My question is if using pure natives is better than using libNtve, libCamp, and libLbty. The latter two, I can't seem to access in Galaxy + + so I'll either have to copy-paste the entire libraries or, as I decided to do, just copy-paste the ones I need and optimize their scripts a bit. No doubt, using libNtve is a lot easier to write and often times easier to read as well. Should I just resort to the natives similar to the WC3 days or use libNtve functions? It makes sense to use the ones that are longer, but it seems like it'd be better to just use the native for ones like pausing units:
What're some of the general habits and strategies you guys have in using natives and the lib functions, and what do you suggest is the best way to go about using these?
Thanks for the input, guys. The team is of 3 people and we really haven't figured out exactly what our roles are going to be. I started the project and mostly worked on triggers so far, but the other two are also proficient in programming (one of them even more so than me). We're all friends in real life and have excellent communication, if that matters in choosing the right software.
What about a private forum where we can upload the map file? Would that work better than Dropbox?
What's the best way to share map files with my team? I'm considering DropBox but I want to know if there's any better method. What do you guys use to share your files with your teams?
I'm using Galaxy++ to script the triggers for my map. Since 1.5 came out, I can't seem to inject the MapScript.Galaxy file anymore. I can't do it through the import editor either. Is there a way to replace the "Required" files or do I have to wait until Blizzard patches this?
I designed it similar to how I would've done it in WC3. I tested it without the destroy function and the UnitRemove function, but it still won't work. I changed the model to Feedback impact though.
Well, there are natives for creating actors and models. I tried it already and it didn't work. Ideally, I would prefer to work with models than actors, but right now, I just want a way for it to work at all.
0
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.
0
@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. :/
0
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?
0
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?
0
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.
0
For some reason, I can't get rid of the libraries from the dependencies. How do I delete them? For the Liberty library, I actually deleted the entire dependency, but it's still there.
0
I was coding in galaxy + + when I found that I can't include libCamp functions in the editor (I don't know if this is only for me or something the author overlooked). After search a bit on Blizzard libraries, I found that it is possible to override the libNtve completely and erase it from MapScript ((`Source).
My question is if using pure natives is better than using libNtve, libCamp, and libLbty. The latter two, I can't seem to access in Galaxy + + so I'll either have to copy-paste the entire libraries or, as I decided to do, just copy-paste the ones I need and optimize their scripts a bit. No doubt, using libNtve is a lot easier to write and often times easier to read as well. Should I just resort to the natives similar to the WC3 days or use libNtve functions? It makes sense to use the ones that are longer, but it seems like it'd be better to just use the native for ones like pausing units:
What're some of the general habits and strategies you guys have in using natives and the lib functions, and what do you suggest is the best way to go about using these?
0
Thanks for the input, guys. The team is of 3 people and we really haven't figured out exactly what our roles are going to be. I started the project and mostly worked on triggers so far, but the other two are also proficient in programming (one of them even more so than me). We're all friends in real life and have excellent communication, if that matters in choosing the right software.
What about a private forum where we can upload the map file? Would that work better than Dropbox?
0
What's the best way to share map files with my team? I'm considering DropBox but I want to know if there's any better method. What do you guys use to share your files with your teams?
0
I'm using Galaxy++ to script the triggers for my map. Since 1.5 came out, I can't seem to inject the MapScript.Galaxy file anymore. I can't do it through the import editor either. Is there a way to replace the "Required" files or do I have to wait until Blizzard patches this?
0
Oh, I guess that explains why it worked then. Will delete it then.
0
Ah, I see. The string should've just been "BSD" instead of the "AnimBracketStop BSD". Thanks, Kueken. It works perfectly now. :D
0
Nope. Still nothing. I copied and pasted the code exactly as you gave me, too.
0
This is the only relevant part of the trigger regarding the issue.
I designed it similar to how I would've done it in WC3. I tested it without the destroy function and the UnitRemove function, but it still won't work. I changed the model to Feedback impact though.
0
Well, there are natives for creating actors and models. I tried it already and it didn't work. Ideally, I would prefer to work with models than actors, but right now, I just want a way for it to work at all.