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I'm almost sure it works correctly t.t
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nlight
Bulgaria58 Posts
![]() I'm almost sure it works correctly t.t | ||
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2Pacalypse-
Croatia9530 Posts
On April 30 2017 04:41 nlight wrote: The amount of code necessary to implement proper binary multiplication with triggers ... + Show Spoiler + ![]() I'm almost sure it works correctly t.t Infinite amount of code necessary to implement that? It just keeps on scrolling! | ||
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Freakling
Germany1533 Posts
On April 29 2017 19:52 nlight wrote: Show nested quote + You are still missing a lot of them. Those are just the standard StarEdit accessible ones. There are also all the Campaign scripts some spell scripts (recall/Dweb/nuke here, load nuclear silo), scripts that handle some unit spawns in some of the campaign missions, the all-so-important junkyard dog script (makes any unit move around like a critter), the vision scripts, and you even seem to have missed the suicide mission scripts. Basically, have a look in SCMDraft, it can access all of them, to get the full list. I dumped these from scmdraft by using the Classic Triggers editor. Maybe they're not all listed there? Give me some hints where to look. Not sure what you did, but you should have access to all of them to either the "execute AI script" or the "execute AI script at location" trigger actions. Maybe you do not have the latest official SCMDraft version (2.0.8.)? | ||
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nlight
Bulgaria58 Posts
Not sure what you did, but you should have access to all of them to either the "execute AI script" or the "execute AI script at location" trigger actions. Maybe you do not have the latest official SCMDraft version (2.0.8.)? I see now. My bad. It appears I did use StarEdit after all because I do see a lot of other AI scripts in scmdraft. I'll make sure to dump these also and include them in the list. Thanks! EDIT: I dumped all AI script names from scmdraft, I think. Here it is https://gist.github.com/AlexanderDzhoganov/c64c59d2f6fdb0f148c0ac628872fab9 If anyone can match them to their names that'd be amazing help. Sadly they don't appear to be in the same order as in the menu. | ||
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nlight
Bulgaria58 Posts
Right now can only be indexed with a constant but there will be a way to iterate them at some point. Indexing with variables is unlikely to be supported. Also comparison operators are now 5000% (not a real number) faster. Well, much faster and generate much less triggers. | ||
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Freakling
Germany1533 Posts
On April 30 2017 05:24 nlight wrote: Show nested quote + Not sure what you did, but you should have access to all of them to either the "execute AI script" or the "execute AI script at location" trigger actions. Maybe you do not have the latest official SCMDraft version (2.0.8.)? I see now. My bad. It appears I did use StarEdit after all because I do see a lot of other AI scripts in scmdraft. I'll make sure to dump these also and include them in the list. Thanks! EDIT: I dumped all AI script names from scmdraft, I think. Here it is https://gist.github.com/AlexanderDzhoganov/c64c59d2f6fdb0f148c0ac628872fab9 If anyone can match them to their names that'd be amazing help. Sadly they don't appear to be in the same order as in the menu. I forwarded your request to Suicidal Insanity. | ||
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S.I.
58 Posts
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nlight
Bulgaria58 Posts
On April 30 2017 21:20 S.I. wrote: Have fun! Awesome! Thank you so much, I'll be implementing all of these asap. | ||
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S.I.
58 Posts
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nlight
Bulgaria58 Posts
On April 30 2017 22:14 S.I. wrote: Looking back on it using a 2D array would have been better... but its 15 year old code ;( Doesn't really matter to me, I already added them to LangUMS so thanks again. New feature - template event declarations, so you don't have to write a million event handlers.
You can repeat players, locations, unit types, pretty much anything with these. | ||
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integral
United States3156 Posts
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Whiplash
United States2929 Posts
BTW I'd check the http://www.campaigncreations.org/forum/ forums, there are a lot of old school modders/campaign creators there, potentially a good place to share your work. | ||
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integral
United States3156 Posts
+ Show Spoiler +
So my understanding is that you're defining an array with 5 elements, 0-4, and then you're able to do stuff with that. What does that look like in triggers though? A unique death count for each element, I assume? | ||
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nlight
Bulgaria58 Posts
with 5 elements, 0-4 It's four elements - foo[N] declares an array with size N so foo[4] will declare foo with 4 elements. What does that look like in triggers though? A unique death count for each element, I assume? Yeah. Each array element takes a register (i.e. death count). It's fair to say that "regular" variables are just arrays with size of one as far as the compiler treats them. Arrays don't survive past the IR phase, they are more or less what you'd call "syntax sugar". Indexing with anything that's not a constant literal is not possible at the moment e.g. being able to say "myArray[someVariable]". Though there are (inefficient) ways to implement it so I'll look into that in the future. On another note I've started making a "real" playable map to use as example. You can follow the progress here - https://github.com/AlexanderDzhoganov/langums/tree/master/examples | ||
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integral
United States3156 Posts
On May 01 2017 02:13 nlight wrote: It's four elements - foo[N] declares an array with size N so foo[4] will declare foo with 4 elements. Ah, ok. Yeah. Each array element takes a register (i.e. death count). It's fair to say that "regular" variables are just arrays with size of one as far as the compiler treats them. Arrays don't survive past the IR phase, they are more or less what you'd call "syntax sugar". Indexing with anything that's not a constant literal is not possible at the moment e.g. being able to say "myArray[someVariable]". Though there are (inefficient) ways to implement it so I'll look into that in the future. Everything in starcraft coding is super inefficient, I dunno how the developers could stand making maps and the campaign without actual variables and operators. Kinda boggles my mind a bit. On another note I've started making a "real" playable map to use as example. You can follow the progress here - https://github.com/AlexanderDzhoganov/langums/tree/master/examples An example map will be super helpful, thanks. I can't read code very well or fast but I am fluent in triggers ![]() | ||
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nlight
Bulgaria58 Posts
Here is a video, sound starts at 11 seconds and keeps repeating. Please tell me how to find out what's causing it. | ||
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Freakling
Germany1533 Posts
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Powder_Keg
8 Posts
Is there a way you could make it more readable? | ||
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nlight
Bulgaria58 Posts
On May 02 2017 02:08 Powder_Keg wrote: Hi! I by no means mean to deter you from continuing this project (I think it's awesome), but as is the code seems to be a bit difficult to read (i.e. just by looking at your code, it's hard to tell what exactly everything does). Is there a way you could make it more readable? You mean the code of the compiler or the LangUMS language itself? Also you'll have to be more specific, which parts do you find unreadable? Maybe give examples. On May 01 2017 23:53 Freakling wrote: That sound is the Terran rescue unit sound (sound\misc\TRescue.wav). Either you have some trigger using that sound directly, or you are creating rescuable units (units for a player set to rescuable) somewhere near your own. It turned out to be a glitched map issue, not triggers related. I'm still investigating what's up. | ||
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Powder_Keg
8 Posts
Though, these are relatively minor complaints. Looking through it again the code is quite understandable, it just takes some getting used to. | ||
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