I've joined quite late and i'm very sad about it. Modding must have been way more fun when scene was alive and there was a lot stuff to discover.
By browsing some of the projects from 2010 make me realize, that i'm way more impressed by what people were able to make at that time, than what i'm seeing those days from "new generation".
Though.. the current projects on frontpage from 2015 are also impressively good. Yet, on open games in arcade you always see the same shit :|
The problem is you're hacking over the game you have no rights on. And apparently without much clue on what you're doing.
I really think Star Battle would do better without all those forks. They are simply spliting the community, while not achieving anything - just dumb changes to the ships that disturb the balance.
V3.1 by Eta was somewhat promising, but the others.. meh.
I still hope that someday this project will be picked up by competent person (i don't even mean technical skills).
I thought about the same concept in the past, but at that time i wasn't certain whether it'll work good. Glad to see it does.
Now, in LotV campaign there's Orbital Strike ability, that pauses the game to let user aim the targets. I wonder if they as well register all the timers manually. Or perhaps there's better way to do it?
Yes, i'm aware that majority of mappers are just people unfamiliar with programming, nor needing it for anything as trigger editor serves them in every aspect.
However, there are also people that work with code on daily basis - to that group i refered. Despite their familiarity with programming, it's simply hard to setup proper workflow to work with Galaxy code. There's no IDE.. projects like Andromeda and Galaxy++ are dead. You are simply left without much choice and go on implementing things via GUI.
Trigger editor despite being convenient in many ways will always be inferior for certain group of people. Who find pure code easier to read and write. Even though Galaxy language is lacking in many ways..
Quote:
range limits on function calls, to prohibit you from accidentally using a parameter with a value outside a range
Actually, that's one of the features i would like to add to this plugin. Type hinting for native calls and constants (via tooltips), auto completion with type checking and respecting scope of the presets - i.e. for native `UnitTestState` i will want it to limit completions to c_unitState* constants.
Though, there are indeed many more areas in which auto completion should be smarter/more interactive. But that's certainly possible to get done.
Quote:
it can use various preprocessor macros to autogenerate a lot of boilerplate script (if else, switch, loops, etc.).
For sublime, this is where snippets kicks in. And overall sublime has a lot to offer to speed up coding as a process. Especially with third party packages.
The analogy to Visual Studio is indeed a bit misguided :) This plugin is meant to serve as an addition, replace/extend only one of the components - trigger editor. The whole environment is still based around SC2 editor.
I hope you will find it useful. Even though there are not many people coding in plain galaxy. I believe that's because of lack a proper IDE - maybe this plugin will help with that.
In the future i might add complete validation of the galaxy script with its includes to report various problems - type checking, unused symbols etc.
Also mapping symbols from the project so it can provide better auto completions.
This package is already capable of parsing code into an AST. But it doesn't do anything with it yet..
Yo, i tried to load up the game and noticed that it requires to spent points again, but i cannot do that.. http://i.imgur.com/THWm84U.jpg
I also don't have my abilities (had just +1 point at the load up)... and my gold is lost. All i have left are those useless orbs ;D And btw. why there's no rpg like inventory - bag, with more slots than just those 6.
I agree that default camera is too annyoing. You should drop that feature (or do something that will make it less awkward as it is now). I liked more auto camera rotate at certain areas. Like the mission with mutalisk, while going up the hill camera was rotating at every corner. It felt nice. There should be more points like that. So you get to see the world from different angle, without annoying cam that rotates every second.
Any plans on tweaking numbers? Gameplay related - hp, damage etc. Or you rather polish what you have already without doing bigger rework?
Those are triggers from hots campaign library. You've based your map on SwarmStory depedencies, was that intentional? If no, just rebase it on standard campaign depedencies. But it might screw up some things in your map, if you've used something else that comes from Story depedencies.
You can also just manually destroy those triggers at map initialization. Like this (custom script):
That's pretty massive project. Isn't it too much in terms of amount of work that it requires? Especially now, when SC2 modding is in pretty bad shape..
I would expect some serious improvements from blizzard for their UI editor at lotv release. Considering all the work they've put into heroes of the storm.
I wish you the best on this project anyway. It would surely be a useful time-saving tool.
btw. What's with that simcity like background? Seems completely out of place :)
Your trigger looks good to me. I believe the lack of unit vision is a concern here. Though it's indeed interesting that it worked without it on your first video.
Does the example from second video works good if you queue those orders while maintaining unit's vision?
Or.. as a wild guess, i'd try to modify this part:
Haha, i suspected that you might be using linux wine combo. I do myself so i feel your pain actually :) Though it's sometimes not that bad. Filtering entries seems to be the worst..
And yeah editor runs better through VM for me too. But it's just too annyoing to keep switching.. I do it only for longer data work.
So firstly save map in unpacked format. In editor it's called (.SC2 components) in save dialog.
This way you won't have to deal with manual imports and can write scripts directly through the filesystem by just saving to the map directory. Inside a trigger editor just include those scripts in custom blocks.
Syntax check can be run through trigger editor, there's an option for it somewhere in the menu. Shorcut is CTRL+F11 (or F12 - not sure). It will check all the scripts, also those included from the filesystem. If everything is allright you will hear a cool beep :p If no, window with details will popup.
There's no need to re-opening map, editor will refresh files from filesystem on demand. Not the core files though (terrain, data .xml's etc.) as those will always be overwritten during the save.
And that's it. I also keep SC2 open when working. So when i re-run it loads map faster.
fromUnit - marine u - null for any unit. you can filter friendly units inside trigger function.
There's a small chance that it can be better to attach multiple events with unitref set to the unit you want to track. However i think in this particular map, units you want to track will consist 90% of the total units on the map.. so no point.
When trigger hits you do the same logic you've proposed - custom values for filtering etc. If unit is matched and "arrested" you temporaily destroy the trigger for tracking.
You also need a trigger for UnitDies, global one or created on the run using unitrefs. So you'll know when marine/arrested unit dies.
If marine survives you gotta recreate the trigger for UnitRange.
So basically the main difference is using EventUnitRange instead of EventAcquiredTarget.
Quote:
The main problem for me is the Data editor is sooooooo laggy. When I click something it takes literally 5+ seconds before anything happens.
Yeah data editor is pretty slow. Though the 5 seconds you mention is way too much. Even for maps with full campaign depedencies it shouldn't be so slow. Unless you have shit hardware :p
Aside from the topic, you should stop writing galaxy code in editor. Don't you feel annoyed by poor syntax highlight and lack of basic features? You seem to have experience with coding so you must know that working with a proper editor (autocomplete etc.) makes you much more effiecent and saves your nerves :P
0
I've joined quite late and i'm very sad about it. Modding must have been way more fun when scene was alive and there was a lot stuff to discover.
By browsing some of the projects from 2010 make me realize, that i'm way more impressed by what people were able to make at that time, than what i'm seeing those days from "new generation".
Though.. the current projects on frontpage from 2015 are also impressively good. Yet, on open games in arcade you always see the same shit :|
0
I'm not sure what's wrong with your setup cause you didin't provide any snippets of your code.
But that's what works for me:
btw. Is that ice escape you are making here? :)
0
The problem is you're hacking over the game you have no rights on. And apparently without much clue on what you're doing.
I really think Star Battle would do better without all those forks. They are simply spliting the community, while not achieving anything - just dumb changes to the ships that disturb the balance.
V3.1 by Eta was somewhat promising, but the others.. meh.
I still hope that someday this project will be picked up by competent person (i don't even mean technical skills).
0
Good stuff.
I thought about the same concept in the past, but at that time i wasn't certain whether it'll work good. Glad to see it does.
Now, in LotV campaign there's Orbital Strike ability, that pauses the game to let user aim the targets. I wonder if they as well register all the timers manually. Or perhaps there's better way to do it?
0
Thanks for feedback guys.
@LucidIguana: Go
Yes, i plan to get it into Package Control at some point.
@ArcaneDurandel: Go
Yes, i'm aware that majority of mappers are just people unfamiliar with programming, nor needing it for anything as trigger editor serves them in every aspect.
However, there are also people that work with code on daily basis - to that group i refered. Despite their familiarity with programming, it's simply hard to setup proper workflow to work with Galaxy code. There's no IDE.. projects like Andromeda and Galaxy++ are dead. You are simply left without much choice and go on implementing things via GUI.
Trigger editor despite being convenient in many ways will always be inferior for certain group of people. Who find pure code easier to read and write. Even though Galaxy language is lacking in many ways..
Actually, that's one of the features i would like to add to this plugin. Type hinting for native calls and constants (via tooltips), auto completion with type checking and respecting scope of the presets - i.e. for native `UnitTestState` i will want it to limit completions to c_unitState* constants.
Though, there are indeed many more areas in which auto completion should be smarter/more interactive. But that's certainly possible to get done.
For sublime, this is where snippets kicks in. And overall sublime has a lot to offer to speed up coding as a process. Especially with third party packages.
The analogy to Visual Studio is indeed a bit misguided :) This plugin is meant to serve as an addition, replace/extend only one of the components - trigger editor. The whole environment is still based around SC2 editor.
0
subl-sc2-galaxy
It's a plugin for sublime text editor that introduces support for galaxy script. More informations at its github page.
https://github.com/Talv/subl-sc2-galaxy
Currently features
Screenshots
I hope you will find it useful. Even though there are not many people coding in plain galaxy. I believe that's because of lack a proper IDE - maybe this plugin will help with that.
In the future i might add complete validation of the galaxy script with its includes to report various problems - type checking, unused symbols etc.
Also mapping symbols from the project so it can provide better auto completions.
This package is already capable of parsing code into an AST. But it doesn't do anything with it yet..
0
Yo, i tried to load up the game and noticed that it requires to spent points again, but i cannot do that..
http://i.imgur.com/THWm84U.jpg
I also don't have my abilities (had just +1 point at the load up)... and my gold is lost. All i have left are those useless orbs ;D And btw. why there's no rpg like inventory - bag, with more slots than just those 6.
I agree that default camera is too annyoing. You should drop that feature (or do something that will make it less awkward as it is now). I liked more auto camera rotate at certain areas. Like the mission with mutalisk, while going up the hill camera was rotating at every corner. It felt nice. There should be more points like that. So you get to see the world from different angle, without annoying cam that rotates every second.
Any plans on tweaking numbers? Gameplay related - hp, damage etc. Or you rather polish what you have already without doing bigger rework?
0
Yeah.. that's wrong place.
In actions section: Action -> Add. Choose "custom script" from the list and copypaste code above.
0
Those are triggers from hots campaign library. You've based your map on SwarmStory depedencies, was that intentional? If no, just rebase it on standard campaign depedencies. But it might screw up some things in your map, if you've used something else that comes from Story depedencies.
You can also just manually destroy those triggers at map initialization. Like this (custom script):
0
It's funny because your mistake is actually highlighted in your post if you look at it :)
You've mixed some curly quote marks ( ” ), while the only legitimate quotation mark is the straight one ( ").
0
That's pretty massive project. Isn't it too much in terms of amount of work that it requires? Especially now, when SC2 modding is in pretty bad shape..
I would expect some serious improvements from blizzard for their UI editor at lotv release. Considering all the work they've put into heroes of the storm.
I wish you the best on this project anyway. It would surely be a useful time-saving tool.
btw. What's with that simcity like background? Seems completely out of place :)
0
I don't know why you don't see it but it's just a filter - you can get away without it if you filter the list by name (type m3).
Also, you could just simply use "install from file" and point it to the .zip of downloaded m3addon. No manual copying files required then.
0
Your trigger looks good to me. I believe the lack of unit vision is a concern here. Though it's indeed interesting that it worked without it on your first video.
Does the example from second video works good if you queue those orders while maintaining unit's vision?
Or.. as a wild guess, i'd try to modify this part:
Replacing ((Ability command for order) with manually new created attack command.
0
Haha, i suspected that you might be using linux wine combo. I do myself so i feel your pain actually :) Though it's sometimes not that bad. Filtering entries seems to be the worst..
And yeah editor runs better through VM for me too. But it's just too annyoing to keep switching.. I do it only for longer data work.
So firstly save map in unpacked format. In editor it's called (.SC2 components) in save dialog.
This way you won't have to deal with manual imports and can write scripts directly through the filesystem by just saving to the map directory. Inside a trigger editor just include those scripts in custom blocks.
Syntax check can be run through trigger editor, there's an option for it somewhere in the menu. Shorcut is CTRL+F11 (or F12 - not sure). It will check all the scripts, also those included from the filesystem. If everything is allright you will hear a cool beep :p If no, window with details will popup.
There's no need to re-opening map, editor will refresh files from filesystem on demand. Not the core files though (terrain, data .xml's etc.) as those will always be overwritten during the save.
And that's it. I also keep SC2 open when working. So when i re-run it loads map faster.
0
I'm unsure about data solution as this is not my area of my experience.
But if you ask for galaxy solution, here's idea: Every created marine shall have its own trigger for arresting units. As event provider use:
fromUnit - marine
u - null for any unit. you can filter friendly units inside trigger function.
There's a small chance that it can be better to attach multiple events with unitref set to the unit you want to track. However i think in this particular map, units you want to track will consist 90% of the total units on the map.. so no point.
When trigger hits you do the same logic you've proposed - custom values for filtering etc. If unit is matched and "arrested" you temporaily destroy the trigger for tracking.
You also need a trigger for UnitDies, global one or created on the run using unitrefs. So you'll know when marine/arrested unit dies.
If marine survives you gotta recreate the trigger for UnitRange.
So basically the main difference is using EventUnitRange instead of EventAcquiredTarget.
Yeah data editor is pretty slow. Though the 5 seconds you mention is way too much. Even for maps with full campaign depedencies it shouldn't be so slow. Unless you have shit hardware :p
Aside from the topic, you should stop writing galaxy code in editor. Don't you feel annoyed by poor syntax highlight and lack of basic features? You seem to have experience with coding so you must know that working with a proper editor (autocomplete etc.) makes you much more effiecent and saves your nerves :P
There's atom package for galaxy (syntax highlight + snippets for native functions). I don't use it myself but i'm sure it's good.
http://www.sc2mapster.com/forums/development/galaxy-scripting-and-trigger-lib/76710-atom-galaxy-language-package/
To use sc2 editor in good workflow with external editor few more things are needed though. I could describe it in details if you are interested.