and WHY exactly didnt you put one?.a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.
Becuase the way they used triggers, it wasn't that big of a deal to them?and WHY exactly didnt you put one?.
Yay, kinda. Would be nice to be user friendly, but im glad it can be done at all!So it will be possible to customize the game UI, it just won't be a user-friendly process.
Yay, kinda. Would be nice to be user friendly, but im glad it can be done at all!
There are ways to make it built in but still not easy and finable for any old noob, but you have a point there.I'm actually glad that part isn't built in; if anyone could edit the UI with no problem, then every noobmap would have the UI placed around randomly in the middle of the screen for no apparent reason. Now we can be sure that custom UI's will have some thought put into it.
One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.
Originally posted by Karune [Blizzard Poster]
StarCraft II Q&A Batch 52 : Map Maker Series
3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?
The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.
Originally posted by Karune [Blizzard Poster]
4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?
I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.
6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical?
We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.
8. Will there be improvements on the "Garbage Collector" for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.
Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.
C is what i took up in my first year of programming..Time to go and learn C programming hahaha.....
Well it certainly was in the War3 editor. There was a whole section where you customized UI images/models/text/colors/etc.
3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?
The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.
Ehh, am I misunderstanding something here..? I meant the Trigger Editor UI. The thing Sevion edited for making EGUI.
5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?
One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.