Haha variations of this thread cropped up all over the place in the Wc3 modding forums as well. As far as I can tell, everyone is still agreeing to disagree. GUI in Wc3 was crap though because of memory leaks in the Wc3 engine. These could only be cleaned up using pure JASS, or embedded JASS in your GUI scripts.
Personally, I don't see the point of a GUI for a scripting language. It's convoluted (try doing complex trigonometric functions and nested loops), painful to write - even if you can search for function names, and hell to understand and debug. Adding comments to explain your complicated sections is a lot easier to do in pure script, because you just type "// comment" instead of pressing yet another random button.
On that note, I wish the whole SC2 editor was script based, specifically the data editor. That thing is a behemoth of drop-down boxes and data fields. It would've been fine if all you could do with it is change units' damage, armour, etc. but now you can practically program in it. I find it ridiculously hard to figure out if I've set everything up correctly and almost impossible to "debug" a broken animation or effect. If all of that could be done in neatly commented script blocks, I would be much happier.
@KineMorto: Go
I thought about doing that, but I don't think the chain would then curve to follow the casting unit as it walks around. It would just follow it in a straight line like beams do.
I've written my own version of PWA's Meat Hook ability (as well as most of the rest of the map) in JASS and I was wondering how do-able it would be to code it in Galaxy.
Specifically I'm not sure what I would use to create the chain links. In World Editor, I used dummy custom units with the locust ability and moved them around with code. I've poked around a bit and I'm glad to see that we now have a lot more control over the attributes of such dummy units. Would such a solution be my best bet again or is there some new magic in the Galaxy editor?
I look forward to starting work on this but thought I'd check out my options before spending too much time on a sub-optimal solution.
0
Haha variations of this thread cropped up all over the place in the Wc3 modding forums as well. As far as I can tell, everyone is still agreeing to disagree. GUI in Wc3 was crap though because of memory leaks in the Wc3 engine. These could only be cleaned up using pure JASS, or embedded JASS in your GUI scripts.
Personally, I don't see the point of a GUI for a scripting language. It's convoluted (try doing complex trigonometric functions and nested loops), painful to write - even if you can search for function names, and hell to understand and debug. Adding comments to explain your complicated sections is a lot easier to do in pure script, because you just type "// comment" instead of pressing yet another random button.
On that note, I wish the whole SC2 editor was script based, specifically the data editor. That thing is a behemoth of drop-down boxes and data fields. It would've been fine if all you could do with it is change units' damage, armour, etc. but now you can practically program in it. I find it ridiculously hard to figure out if I've set everything up correctly and almost impossible to "debug" a broken animation or effect. If all of that could be done in neatly commented script blocks, I would be much happier.
0
@KineMorto: Go I thought about doing that, but I don't think the chain would then curve to follow the casting unit as it walks around. It would just follow it in a straight line like beams do.
0
@ST4RKiLL3R: Go Site operations?
@s3rius: Go Thanks s3rius. Dummy units it is then.
0
Hi all.
I've written my own version of PWA's Meat Hook ability (as well as most of the rest of the map) in JASS and I was wondering how do-able it would be to code it in Galaxy.
Specifically I'm not sure what I would use to create the chain links. In World Editor, I used dummy custom units with the locust ability and moved them around with code. I've poked around a bit and I'm glad to see that we now have a lot more control over the attributes of such dummy units. Would such a solution be my best bet again or is there some new magic in the Galaxy editor?
I look forward to starting work on this but thought I'd check out my options before spending too much time on a sub-optimal solution.