Hello there !
OK I have started reading vJass manual. There is quite a lot to read, but it is quite interesting indeed.
This said, there are things that attracted my attention since I came back to map making after 16 years, things that were not a thing in Warcraft 3 back in 2004.
Well neither was vJass to be honest, but as it is in fact still Jass2 did make me learn a bit more, especially as I could do things with it that required me to edit the whole war3map.j. Actually last time I made a map in 2004, I was completely ignoring WE once objects were setup, and was working directly in the map script. Nice but not necessarily practical.
Anyways, now there is Lua. Another scripting language that has been implemented into the WE, I suppose thanks to the community. And I also have seen a lot of good spoken about Wurst.
So my questions are :
- is Wurst still a thing since reforged ? I mean I like the idea of an IDE with a compiler, but it seems it has not been updated for a while now, and I am not even sure it can work with Reforged.
- what can Lua do that Jass2 or vJass can't do ? Do we still need to null local handles ? Is there a garbage collector working in multiplayer - or should I still destroy unused agents ? Can we pass arguments to a callback function in Lua? Do we still need HashTables ? I probably miss quite many other important points, but as the only documentation I have found about Lua is talking about general use, it only partially helps. All I know for the moment is that Lua can use all common.j natives (and AI natives too ?).
So before converting my map (quite intensive mazing TD) to Lua, I would like to know if I am going in the right direction, and what are the traps I should not fall into.
A thousand thanks in advance for any useful advice !
Take care guys.
OK I have started reading vJass manual. There is quite a lot to read, but it is quite interesting indeed.
This said, there are things that attracted my attention since I came back to map making after 16 years, things that were not a thing in Warcraft 3 back in 2004.
Well neither was vJass to be honest, but as it is in fact still Jass2 did make me learn a bit more, especially as I could do things with it that required me to edit the whole war3map.j. Actually last time I made a map in 2004, I was completely ignoring WE once objects were setup, and was working directly in the map script. Nice but not necessarily practical.
Anyways, now there is Lua. Another scripting language that has been implemented into the WE, I suppose thanks to the community. And I also have seen a lot of good spoken about Wurst.
So my questions are :
- is Wurst still a thing since reforged ? I mean I like the idea of an IDE with a compiler, but it seems it has not been updated for a while now, and I am not even sure it can work with Reforged.
- what can Lua do that Jass2 or vJass can't do ? Do we still need to null local handles ? Is there a garbage collector working in multiplayer - or should I still destroy unused agents ? Can we pass arguments to a callback function in Lua? Do we still need HashTables ? I probably miss quite many other important points, but as the only documentation I have found about Lua is talking about general use, it only partially helps. All I know for the moment is that Lua can use all common.j natives (and AI natives too ?).
So before converting my map (quite intensive mazing TD) to Lua, I would like to know if I am going in the right direction, and what are the traps I should not fall into.
A thousand thanks in advance for any useful advice !
Take care guys.