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    posted a message on A Hacker's Tips on Bank Protection

    @Kalafina: Go

    Lol, just thinking of obfuscation makes my head hurt. Fortunately I dont need it, since my map doesnt save anything :D. Would be pretty awesome if Blizzard took the time to add some proper security mechanisms.

    EDIT:

    I vote sticky to. The people that save stuff in their maps probably will find this thread very useful.

    Posted in: General Chat
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    posted a message on Moving to galaxy instead?

    Have started to play a little with galaxy now. After playing around with the editors own thing for writing the scripts I concluded it was way to annoying and buggy to be a preferable choice and decided to use Notepad+ +. Already have it installed on the system anyway (it is just a great tool to have). But now I have another problem... how do I include external script files in the map?

    Posted in: Galaxy Scripting
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    posted a message on Unit morph affecting other units?

    Ok, thanks. Will try it right away.

    EDIT:

    Got it to work :D. Now I just have to figure out how to use validators or requirements... which one is it? A validator or a requirement?

    Posted in: Data
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    posted a message on Unit morph affecting other units?

    @Snappybean: Go

    Ok, thanks :). I have honestly no idea what I am doing. Tend to learn by trial and error, lol.

    In any case, I have to confess I have no idea of how to affect the life of a unit in this manner. Have just added the bahaviour without any validator or requirement (not sure which one I should use) and it has had no effect. So I have to ask, how would I do that? Affect the maximum life of a unit from a behaviour?

    Posted in: Data
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    posted a message on Starcraft 2: Evolution

    I can help out with brainstorming.

    Posted in: Team Recruitment
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    posted a message on Unit morph affecting other units?

    @Snappybean: Go

    Yeah, managed to miss your post first, lol. It could work, will have to try.

    In case I have written it in a confusing way... I am not trying to give a buff to my matriarchs, but rather give it to the other units depending on which matriarch I have. If you have ever played Age of Mythology, it is a bit like the worship system. Each time you would go to a new age you chose a god to worship and different gods had different pros and cons. Sorry if I am confusing, not very good at explaining stuff.

    The reason that I want to use data is that I prefer to solve it that way if I can. However, if triggers would be better then maybe I should use them... I dont know, lol.

    Posted in: Data
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    posted a message on Unit morph affecting other units?

    @Kueken531: Go

    I know, I would just prefer to do it based with the data editor rather then triggers. And I am using upgrades as well, this is just to make so the matriarchs has different "personalities" (as in that they favor different tactics).

    Posted in: Data
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    posted a message on Unit morph affecting other units?

    Hi all.

    Have decided to pick up my map again after a little pause. Have decided to try something out in it. The map itself revolves a lot around a special unit, the matriarch, which can when you have enough resources morph into a stronger matriarch. In any case, I want to make so each matriarch you can evolve into will "favor" different units. Like if you upgrade to one all zerglings may get 10 more in life, and another may do the same to roaches. How would I do this?

    Take care, PsycoticBanana.

    EDIT:

    Should maybe mention what I have tried so far. Tried to solve it by creating a behaviour for the zerglings that would add 10 life to their maximum life. Then I would use an validator or requirement to turn it on or off. Didnt work, but I am not sure why (could be that I did something wrong or that the approach itself was wrong).

    Posted in: Data
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    posted a message on Want to pick up programming

    @s3rius: Go

    Of course it cannot do any harm to learn something else, I didnt say otherwise, was just trying to think objectively (dont know if my attempt was very good, lol).

    Posted in: Off-Topic
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    posted a message on Moving to galaxy instead?

    Ok, good, would be annoying to have to add that myself all the time, lol. Anyway, thanks for the help. Again. Will return if I have more questions :) .

    Posted in: Galaxy Scripting
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    posted a message on Moving to galaxy instead?
    Quote from Kueken531: Go

    For loops were fixed some patches ago. They used to create tons and tons of unnecessary code when nested. Right now, its fine to use them.

    Ok, that is great!

    Quote from Kueken531: Go

    Yes, in Galaxy they are called functions (afaik). However, everyone will understand you, if you call them methods or whatever.

    No, Galaxy just supports += and -=

    Most language extensions do support all of them, though.

    Ok, thanks again.

    And now on to another question. I noticed the gui added an else part when it was not needed (at last it does not seem to be needed to me).

            if ((UnitGroupHasUnit(gv_packs[IntLoopCurrent()], EventUnit()) == true)) {
                gf_AttackOrder(gv_packs[IntLoopCurrent()], EventUnit());
                break;
            }
            else {
            }
    

    Is that just something the GUI does or something I should do as well for some reason?

    Posted in: Galaxy Scripting
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    posted a message on Moving to galaxy instead?

    Ok, thanks :).

    Another question. I have read somewhere that you should avoid the for-loop things that the GUI provides because they are slow. Didnt make sense until I looked at how it was done in Galaxy. This is an example from one of the triggers in my map.

        IntLoopBegin(0, 7);
        while (!IntLoopDone()) {
            if ((UnitGroupHasUnit(gv_packs[IntLoopCurrent()], EventUnit()) == true)) {
                gf_AttackOrder(gv_packs[IntLoopCurrent()], EventUnit());
                break;
            }
            else {
            }
            IntLoopStep();
        }
    

    It uses some IntLoopBegin and other functions like that. So my question is, should I avoid them and instead do something like this (just smashed some code together, havent checked if it works).

        int counter;
        counter = 0;
        while (counter < 8) {
            if ((UnitGroupHasUnit(gv_packs[counter], EventUnit()) == true)) {
                gf_AttackOrder(gv_packs[counter], EventUnit());
                break;
            }
            counter = counter + 1;
        }
    

    This is assuming IntLoopBegin means it will start with 0 and end with 7. Is that assumption correct?

    Ohh, and just so I get my terms correctly, it is function, right?

    EDIT:

    Also, does galaxy support things like increasing variables like this.

    ++counter;
    counter++;
    counter += something;
    

    And decreasing them like this.

    --counter;
    counter--;
    counter -= something;
    

    Sorry for bombarding you guys with questions, I just want to understand how Galaxy does things.

    Posted in: Galaxy Scripting
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    posted a message on Want to pick up programming

    If you want to get in the game industry you should maybe learn C+ + (remove the space between the +, it turns my text green if I write + and + together) . But I dont know very much about the topic, just get the impression that C+ + is used a lot there.

    Posted in: Off-Topic
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    posted a message on Moving to galaxy instead?

    Thanks guys. Want to make sure my understanding so far is correct.

    This is what I have understood from what I have read. Galaxy is very much like C but a LOT more limited. For example it doesnt allow you to dynamically allocate memory. There are no pointers and such. You cannot have real dynamic arrays (I can imagine that you can fake them, though). There is no for-loop. You have to declare the variables before they are used (no "int number = 84" I guess?). When arrays are declared you donĀ“t give the size but rather the last index. Galaxy, as a language, is statically and strongly typed. It is also compiled.

    Have I understood the language? Or is there something I have missed or missunderstood?

    Posted in: Galaxy Scripting
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    posted a message on Moving to galaxy instead?

    Hi all.

    Have taken a pause from my map for a while, but have decided to work a little more on it now. However, I just noticed how annoying the trigger GUI is. I am used to coding in languages like Java, and I feel like the trigger GUI makes trivial tasks annoying when they should be just that, trivial. However, have already made quite a few triggers for my map and I am not sure how moving from the GUI would affect them. Should I stick with the trigger GUI or move on to galaxy?

    Take care, PsycoticBanana.

    Posted in: Galaxy Scripting
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