Hi guys, so since around 2005 when I was still a child I've been messing around with the WE, but was always hesitant to learn JASS since it seemed so difficult when I wasn't even able to speak proper English. Now I've just re-discovered the WE and want to create a new map in a "proper" way, i.e. with spells and generally codes that are MUI and not leaking. So I've now spent days with self-studying JASS (including JASS class), but still it seems very overwhelming, because there always seems to be another dimension of abstraction or effectivesness and I'm a bit baffled about what I'll actually need and what's just necessary for very complex systems but not for "simple" spells.
So for example if I'd want to create a spell similar to locust swarm by myself with JASS, and I want it to be MUI, what do I need for that:
1) JASS and hashtables
2) vJASS and scopes
3) vJASS and its other contents like structs etc.
4) Special systems like unit indexer, util timers, new table (generally what do I need them for?)
Other questions:
5) If I need vJASS, how can I actually code with it at the moment? JassCraft doesnt seem to support it and JNGP seems not to work.
6) Why are many systems/spells on HWS only available in GUI (with dozens of global variables per spell) and would it slow my map performance if I would implement them?
7) Is there something like the ONE TRUE WAY to learn coding? Or won't it matter in the end? Since I've now converted my last map from GUI to JASS (and cleaning memory leaks and so on), I would be frustrated if I now work with JASS for hundreds of hours and then have to rewrite everything into vJASS or Wurst or anything due to performance issues or because it's not MUI or something.
8. For the last 15 years, hardware has naturally improved by a lot. Does that mean that maps generally won't have performance issues if they are probably cleaned of memory leaks, or is the WC3 engine still quite limited?
So for example if I'd want to create a spell similar to locust swarm by myself with JASS, and I want it to be MUI, what do I need for that:
1) JASS and hashtables
2) vJASS and scopes
3) vJASS and its other contents like structs etc.
4) Special systems like unit indexer, util timers, new table (generally what do I need them for?)
Other questions:
5) If I need vJASS, how can I actually code with it at the moment? JassCraft doesnt seem to support it and JNGP seems not to work.
6) Why are many systems/spells on HWS only available in GUI (with dozens of global variables per spell) and would it slow my map performance if I would implement them?
7) Is there something like the ONE TRUE WAY to learn coding? Or won't it matter in the end? Since I've now converted my last map from GUI to JASS (and cleaning memory leaks and so on), I would be frustrated if I now work with JASS for hundreds of hours and then have to rewrite everything into vJASS or Wurst or anything due to performance issues or because it's not MUI or something.
8. For the last 15 years, hardware has naturally improved by a lot. Does that mean that maps generally won't have performance issues if they are probably cleaned of memory leaks, or is the WC3 engine still quite limited?
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