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.galaxy (SCII)

Name: Anonymous 2012-03-02 12:23

What do you guys think of SCII's scripting language .galaxy?

playergroup gv_allPlayers = PlayerGroupAll();
void gf_exampleFunc () {
    text lv_txtPlayer = StringToText("Player ")
    text lv_txt = StringToText(" is a nigger.");
    int  lv_i;

    while(lv_i <= c_maxPlayers) {
        UIDisplayMessage(gv_allPlayers, c_messageAreaDebug, lv_txtPlayer + IntToText(lv_i) + lv_txt);
        lv_i += 1;
    }
}

Name: Anonymous 2012-03-02 15:33

You guys notice how I make "tables" out of arrays?

What am I doing there? Is that proper?

Name: Anonymous 2012-03-02 15:35

>>40
looks shite.

Name: Anonymous 2012-03-02 15:41

>>42
Well wat do? My script is very fast & I'm considered really skilled relative to the average mapmaker who just uses GUI or some shit...

Name: Anonymous 2012-03-02 16:01

If you're "really skilled", why are you asking for our opinions? No matter how good you get at making maps with a shitty scripting language, that's all you'll ever be able to do. Make shitty maps. Don't bother learning the "good" way to do things, because no matter what you do, it will be shit.

Name: Anonymous 2012-03-02 16:07

>>44
You didn't pay attention to my use of relative did you? Of course I'm total shit compared to actual programmers. Also why do you hate SCII custom maps so much or do you assume my maps are shit while others are not?

y u hatin'?

Name: Anonymous 2012-03-02 16:11

Oh and also considered.

I feel like a massive faggot right now in the presence of you programming gods.

Name: Anonymous 2012-03-02 16:40

not enough closures

Name: Anonymous 2012-03-02 16:44

>>47
What are closures?

Name: Anonymous 2012-03-02 16:52

>>46
1. You are a massive faggot and we love you for it. In the butt.

2. The true programming gods on this board will not participate in conversations like this. They scoot around in buried threads from over a year ago, trading inscrutable secret messages and exchanging sage wisdom beyond the reach of mortal eyes. Look up to them, yes, but know that they are out of reach to us as well.

3. Programming is not actually valuable. Problem solving is. A good problem solver with no experience programming will quickly become a good programmer, especially if he has to work with other people's code. A bad problem solver will be a bad programmer even after a lifetime of experience. Prioritize accordingly.

4. It's good that you're asking questions but always remember that the people you ask will often turn out to be blithering idiots, or more likely just have no useful input on your problem. The latter is helped by making sure you ask good questions.

5.          ∧_∧   / ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄
          ( ´∀`) < COOL FREE RINGTONES!
        /    |    \________
       /       .|     
       / "⌒ヽ |.イ |
   __ |   .ノ | || |__
  .    ノく__つ∪∪   \
   _((_________\
    ̄ ̄ヽつ ̄ ̄ ̄ ̄ ̄ ̄ | | ̄
   ___________| |
    ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄| |

Name: Anonymous 2012-03-02 16:57

>>3
So if it's not a local or a global variable, what is it?
You'd think that one would be redundant when the other exists.

Name: Anonymous 2012-03-02 17:04

I just made this while the thread was going and it works; spawns zerglings all over the map edges. Now I'll need to script them an AI.

//--------------------------------------------------------------------------------------------------
// Custom Script: Wave Spawn Blue
//--------------------------------------------------------------------------------------------------
region  PlayableMap     = RegionPlayableMap();
point   PlayableMapMin  = RegionGetBoundsMin(PlayableMap);
point   PlayableMapMax  = RegionGetBoundsMax(PlayableMap);
fixed   PMMinX          = PointGetX(PlayableMapMin);
fixed   PMMinY          = PointGetY(PlayableMapMin);
fixed   PMMaxX          = PointGetX(PlayableMapMax);
fixed   PMMaxY          = PointGetY(PlayableMapMax);

bool gt_WaveSpawnBlue_Func (bool testConds, bool runActions) {
    point   pt;
    int     i = RandomInt(0, 3);
    if (i == 0) {
        pt = Point(PMMinX, RandomFixed(PMMinY, PMMaxY));
    } else if (i == 1) {
        pt = Point(PMMaxX, RandomFixed(PMMinY, PMMaxY));
    } else if (i == 2) {
        pt = Point(RandomFixed(PMMinX, PMMaxX), PMMinY);
    } else if (i == 3) {
        pt = Point(RandomFixed(PMMinX, PMMaxX), PMMaxY);
    }
   
    UnitCreate(1, "Zergling", 0, 15, pt, RandomFixed(0, 360));
    return true;
}

trigger gt_WaveSpawnBlue = TriggerCreate("gt_WaveSpawnBlue_Func");
void gt_WaveSpawnBlue_Init () {
    TriggerAddEventTimePeriodic(gt_WaveSpawnBlue, 1.0, c_timeReal);
}

Name: Anonymous 2012-03-02 17:08

>>50
Maybe I should drop the use of the lv_ prefix for locals but continue with the prefixes for globals... or are you talking about c_ vs gv_? It's not very clear to me which prefix you're proclaiming to be redundant. Could be a parameter if it's not a local or global variable. That's about it though.

Name: Anonymous 2012-03-02 17:09

>>52
I'm claiming that either one will obsolete as long as the other is being used. Keeping the global one would be better though.

Name: Anonymous 2012-03-02 17:10

Forgot to remove the gt_ prefix from my previous script I just made, it's there because I copypasted an older script (template) then rewrote it to save time.

Name: Anonymous 2012-03-02 17:16

>>53
Like this?

region  gv_PlayableMap     = RegionPlayableMap();
point   gv_PlayableMapMin  = RegionGetBoundsMin(PlayableMap);
point   gv_PlayableMapMax  = RegionGetBoundsMax(PlayableMap);
fixed   gv_PMMinX          = PointGetX(PlayableMapMin);
fixed   gv_PMMinY          = PointGetY(PlayableMapMin);
fixed   gv_PMMaxX          = PointGetX(PlayableMapMax);
fixed   gv_PMMaxY          = PointGetY(PlayableMapMax);
const fixed waveSpawnTimer = 1.0;

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