Need an expert on the galaxy language (non-gui).
I participated in the beta and used the GE quite a bit. I'm considering buying SC2, but there were some concerning issues with the GE while i was in beta:
- censorship (words like god, black, white, suicide, starcraft, etc... prevent you from publishing your map)
- no pointers and references; or a replacements for them
- no dedicated non-gui trigger/script module (there is a script editor, but you cannot save with it and it's cumbersome to use)
- no cliffs APIs (CreateCliffAtPoint(clifftype ct, cliffheight ch, point p))
- banks (gamecache in xml) are very small
- no dynamic allocation (not a big concern, but would be nice to have)
- a script lines cannot be greater than 2048 characters in length
- libraries cannot be written in non-gui form (excluding script hacks); only created thru the GUI.
- .mods cannot be added unless it's published thru battle.net; even if the .mods are on your local harddrive.
my questions are:
1. Is there still censorship?
2. Are there pointers or references? or their equivalence?
3. Is there a script module IDE similar to what an actual programming source code editor might have? In other words, do you still have to import your scripts? I hate using the GUIs.
4. Is there a CreateCliffAtPoint function?
5. Are banks still limited in size?
6. ---
7. Is there still a limit to length of the line in a script?
8. Are libraries script-able now? or do you still have to use the GUI?
9. .mods that you own (on your local harddrive), can they be package with the your map? or do you still have to upload to battle.net before you can use what you own?
Thank you for your time!
I participated in the beta and used the GE quite a bit. I'm considering buying SC2, but there were some concerning issues with the GE while i was in beta:
- censorship (words like god, black, white, suicide, starcraft, etc... prevent you from publishing your map)
- no pointers and references; or a replacements for them
- no dedicated non-gui trigger/script module (there is a script editor, but you cannot save with it and it's cumbersome to use)
- no cliffs APIs (CreateCliffAtPoint(clifftype ct, cliffheight ch, point p))
- banks (gamecache in xml) are very small
- no dynamic allocation (not a big concern, but would be nice to have)
- a script lines cannot be greater than 2048 characters in length
- libraries cannot be written in non-gui form (excluding script hacks); only created thru the GUI.
- .mods cannot be added unless it's published thru battle.net; even if the .mods are on your local harddrive.
my questions are:
1. Is there still censorship?
2. Are there pointers or references? or their equivalence?
3. Is there a script module IDE similar to what an actual programming source code editor might have? In other words, do you still have to import your scripts? I hate using the GUIs.
4. Is there a CreateCliffAtPoint function?
5. Are banks still limited in size?
6. ---
7. Is there still a limit to length of the line in a script?
8. Are libraries script-able now? or do you still have to use the GUI?
9. .mods that you own (on your local harddrive), can they be package with the your map? or do you still have to upload to battle.net before you can use what you own?
Thank you for your time!