- Joined
- Jul 10, 2007
- Messages
- 6,306
With more Lua code being written, I think it's time for Lua tags ; p
native GetPlayerUnitTypeCount takes player p, integer unitid returns integer
native GetUnitGoldCost takes integer unitid returns integer
native GetUnitWoodCost takes integer unitid returns integer
native GetUnitBuildTime takes integer unitid returns integer
native CreepsOnMap takes nothing returns boolean
native UnitAlive takes unit id returns boolean
Does SC2 support Lua?
No, it does not.Does SC2 support Lua?
And I can't use it for spells because people hate that >.<
It should be faster and easier, right? Or maybe I miss something?
Ralle, stop working on H2.0 and make the trigger tags recognize Sc2 Triggers. And make a Galaxy parser.
What's the use of a Lua parser anyway?
native GetPlayerUnitTypeCount takes player p, integer unitid returns integer
native GetUnitGoldCost takes integer unitid returns integer
native GetUnitWoodCost takes integer unitid returns integer
native GetUnitBuildTime takes integer unitid returns integer
native CreepsOnMap takes nothing returns boolean
native UnitAlive takes unit id returns boolean
and the fact the optimizer breaks them.
I don't know if it's such a good idea to highlight the AI natives because those require some extra attention, like the need to declare them in the first place, and the fact the optimizer breaks them.