The identifier of the function prototype (or "interface" if you prefer) shares the same identifier with the trigger variable; that's not permitted. Neither shadowing nor function-overloading/polymorphism are supported in galaxy, and trigger type isn't a function reference. That said, editor shouldn't be hanging on that, and I've reproduced and confirmed the hang bug. Best post this on the official bnet forums, Arkless.
Extracted it today from the huge data files, so probably, yeah. Maybe definitely possibly certain it's most recent, though I have no basis for comparison or validation whatsoever.
Here's a bunch of stuff extracted from the Herostorm data. Not models and textures, of course, as they're not nearly so interesting as galaxy script and text files. Of particular interest are natives, AI natives, unit testing, debug, various libraries and map files, actor and actor support hints, editor strings, dev only stuff. Still hundreds of files to go through, so this is by no means comprehensive.
Haha, prefer to imagine people appreciate unpacking abstractions around an issue with some humor, insight, anecdote, eloquence and no small amount of phallic jocularity*. Preferable to relentlessly rewording repurposed assertions resisting rational refutation routing oratory recursion, which is to say open dialogue that explores concepts through playful and constructive collaboration is far more useful than shouting into the internet*.
Whoever wins, celebrate their successes, as one would hope they'd not be that petty and begrudge one's achievement.
Should following the rules be a competitive disadvantage?
Rules shouldn't disadvantage those who comply with them, at least so far as rules intend to structure competition fairly. Rules ideally protect those who abide them from the abuses of those who don't, reassuring the competitors that success will be won on merit alone.
Yet rules are not created in a vacuum, instead their purpose is ever vulnerable to the interests and faults of those who design and enforce them. Even people whose values drive them to make the fairest possible rules they can imagine may fail to notice bias inadvertently favoring their own interests, or cause an imbalance of which opportunists are all too happy to take advantage. That rules are often implemented deliberately in service to interests of the very people making the rules almost goes without saying.
Consider the following: a game theory research study of exploring successful strategies over time had computer players face off against one another in the most dangerously boring of all games, Prisoners' Dilemma. All manner of AIs entered the proverbial arena, from the height of incredibly complex decision-making algorithms to the lowest if-then-else procedures. Computer players then fought to the death over many generations (determined through successive iterations of a genetic algorithm), and by the end researchers had determined which strategies dominate overall, and some which prosper in very specific circumstances. Turns out the hilariously simple Tit-for-Tat strategy dominated, but that's boring compared to the virtual ecosystems that emerged. AIs with either pacifist or punish-once strategies would congregate into modestly successful colonies, which would surprisingly become hosts to an infestation of clever AI parasites. The success of their deviant strategy hinged entirely on the gentle AIs respect for an implicit rule, that individual success depended on cooperation with one another. So the deviant AIs would cooperate in response to aggression, and betray those who would have cooperated, trending toward an fluctuating equilibrium of analogous citizens, criminals, and cops.
When everyone follows the rules and restrict their possible actions for the sake of fairness, it only takes one deviant to exploit their disadvantage.
When the people making the rules wield them as tools to restrict those who would dare usurp them, breaking rules is the only way to succeed.
Of course, deviance is only an advantage when you avoid getting caught, haha.
TLDR for the functionally illiterate — Rules should be respected except when its more useful to break them, but be careful about it.
When looking for help, you'll only get as much help as you help others understand the problem. If you can't describe exactly what you need, people who want to help will get frustrated and may avoid helping you in the future.
Try adding the behavior CreepGen5 to a unit, perhaps it's closer to what you want.
Both, which is why I posted here. Until I refine it to either pure code and/or improve modularity by making it a mod, it doesn't merit being a resource in an official capacity. Since people could benefit from it, figured posting a demo map is better than not posting at all, haha.
Specifically, the script replaces melee init trigger, performs preplaced unit caching and standard melee init sans options (such as defeat, stalemate, victory), creates a chat string trigger for the !remelee command, which revives and resets the vitals, position and resources of cached units, wipes non-cached units, resets upgrades, camera, vision, units, creep and so forth. The code is supported by various melee unit data changes which sets Death Time to -1, and prevents mineral field removal from memory upon depletion.
Apparently trainers and buildorder maps are a thing, been helping folks with their code. Since resetting melee maps is fairly common and generic a problem, wrote a little script and edited some data for my simple solution. Attached is a demo map (reset the map with the !remelee command), and here's a link to the script paste.
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Attached is a map with various test scripts, last one testing the thread limit. If no one else gets around to it, I'll test the heap and stack limits.
Thread limit: 2038 (additional threads may be reserved AI)
FIXED TYPE SCALE LIMITS
Fixed type bits: 1 sign, 19 whole, 12 fractional
Fixed type epsilon: 1/4096
Point distance epsilon: 1/4096 length
Update tick interval: 1/16 = 256/4096 game-time seconds
Speed epsilon: 32/4096 length/game-time seconds
Movement epsilon: 2/4096 length/tick
Unit radius epsilon: 1/16 = 256/4096 length
Unit collide epsilon: 1/8 = 512/4096 length
Galaxy Native Type Operator Support
Galaxy Script Data Type Tests
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The identifier of the function prototype (or "interface" if you prefer) shares the same identifier with the trigger variable; that's not permitted. Neither shadowing nor function-overloading/polymorphism are supported in galaxy, and trigger type isn't a function reference. That said, editor shouldn't be hanging on that, and I've reproduced and confirmed the hang bug. Best post this on the official bnet forums, Arkless.
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If you're intent on getting a position, apply to Curse Inc; this is a forum, not a job portal.
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Since the topic title mentions data, I'll point in this general direction.
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Extracted it today from the huge data files, so probably, yeah. Maybe definitely possibly certain it's most recent, though I have no basis for comparison or validation whatsoever.
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Here's a bunch of stuff extracted from the Herostorm data. Not models and textures, of course, as they're not nearly so interesting as galaxy script and text files. Of particular interest are natives, AI natives, unit testing, debug, various libraries and map files, actor and actor support hints, editor strings, dev only stuff. Still hundreds of files to go through, so this is by no means comprehensive.
Enjoy, feel free to add your own discoveries.
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Haha, prefer to imagine people appreciate unpacking abstractions around an issue with some humor, insight, anecdote, eloquence and no small amount of phallic jocularity*. Preferable to relentlessly rewording repurposed assertions resisting rational refutation routing oratory recursion, which is to say open dialogue that explores concepts through playful and constructive collaboration is far more useful than shouting into the internet*.
Whoever wins, celebrate their successes, as one would hope they'd not be that petty and begrudge one's achievement.
0
Rules shouldn't disadvantage those who comply with them, at least so far as rules intend to structure competition fairly. Rules ideally protect those who abide them from the abuses of those who don't, reassuring the competitors that success will be won on merit alone.
Yet rules are not created in a vacuum, instead their purpose is ever vulnerable to the interests and faults of those who design and enforce them. Even people whose values drive them to make the fairest possible rules they can imagine may fail to notice bias inadvertently favoring their own interests, or cause an imbalance of which opportunists are all too happy to take advantage. That rules are often implemented deliberately in service to interests of the very people making the rules almost goes without saying.
Consider the following: a game theory research study of exploring successful strategies over time had computer players face off against one another in the most dangerously boring of all games, Prisoners' Dilemma. All manner of AIs entered the proverbial arena, from the height of incredibly complex decision-making algorithms to the lowest if-then-else procedures. Computer players then fought to the death over many generations (determined through successive iterations of a genetic algorithm), and by the end researchers had determined which strategies dominate overall, and some which prosper in very specific circumstances. Turns out the hilariously simple Tit-for-Tat strategy dominated, but that's boring compared to the virtual ecosystems that emerged. AIs with either pacifist or punish-once strategies would congregate into modestly successful colonies, which would surprisingly become hosts to an infestation of clever AI parasites. The success of their deviant strategy hinged entirely on the gentle AIs respect for an implicit rule, that individual success depended on cooperation with one another. So the deviant AIs would cooperate in response to aggression, and betray those who would have cooperated, trending toward an fluctuating equilibrium of analogous citizens, criminals, and cops.
When everyone follows the rules and restrict their possible actions for the sake of fairness, it only takes one deviant to exploit their disadvantage. When the people making the rules wield them as tools to restrict those who would dare usurp them, breaking rules is the only way to succeed. Of course, deviance is only an advantage when you avoid getting caught, haha.
TLDR for the functionally illiterate — Rules should be respected except when its more useful to break them, but be careful about it.
0
When looking for help, you'll only get as much help as you help others understand the problem. If you can't describe exactly what you need, people who want to help will get frustrated and may avoid helping you in the future.
Try adding the behavior CreepGen5 to a unit, perhaps it's closer to what you want.
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What 585 MiB how did you even why?
Don't import the contents of your entire hard drive into the map. Remove unneeded imports, or any conspicuously large 500+MiB files in the map MPQ.
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Did not do the research, hob; the slime trail is spawned by the Infestor model asset, not data, and has nothing to do with creep.
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For reference, see the Behavior type Creep Source. Simply give a unit some creep source behavior.
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Both, which is why I posted here. Until I refine it to either pure code and/or improve modularity by making it a mod, it doesn't merit being a resource in an official capacity. Since people could benefit from it, figured posting a demo map is better than not posting at all, haha.
Specifically, the script replaces melee init trigger, performs preplaced unit caching and standard melee init sans options (such as defeat, stalemate, victory), creates a chat string trigger for the !remelee command, which revives and resets the vitals, position and resources of cached units, wipes non-cached units, resets upgrades, camera, vision, units, creep and so forth. The code is supported by various melee unit data changes which sets Death Time to -1, and prevents mineral field removal from memory upon depletion.
0
Apparently trainers and buildorder maps are a thing, been helping folks with their code. Since resetting melee maps is fairly common and generic a problem, wrote a little script and edited some data for my simple solution. Attached is a demo map (reset the map with the !remelee command), and here's a link to the script paste.