Q&A Batch 52 - Discussion

Karawasa

Element Tower Defense
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It seems really cool though, and the possibilities seem endless. I bet you could pretty much make your own full games with it.

But why in the hell would you? Let's make a full game and let Blizzard reap all the benefits...not!
 

Zwiebelchen

You can change this now in User CP.
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60
Basicly OOP would be great for writing easier to use systems. Imagine something like a Jagged Alliance 2 combat System for multiplayer (with bullet-physics) ...
All this stuff. Or games like pinball, where you obviously need to create a "ball" object and stuff.
After all, OOP would be an enormous step towards faster and more complex map designing for SC2. Of course, you can do it with the usual event/condition/action functionality, but it will always be a work-around and never reach the perfectionism of real object orientated programming.
Who didn't wish to store more integers to units in wc3 than just one (UnitUserData)?


Think, how complicated a simple creep respawn trigger was in wc3, cause you can not really "save" a units spawn location to a unit (and besides; if the corpse despawns, you lose track of everything on the unit) ... With real object orientated programming, it just gets so easy: When a unit dies, you create a new object (lets call it "corpseReplacement"), pass all the arguments you need and the countdown to it and once the countdown reaches zero, a unit with all the stored arguments is spawned.
Of course, this was also possible in wc3, but with a lot of workarounds and limitations - AND it required a 3rd party editor (namely vJass), such as an extra script for the timer thing.
 
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