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Scripting and SC2...

05-01-2010, 02:37 AM#1
TheSecretArts
According to the BlizzChat Dev. Chat on Twitter:
Quote:
Q. Getting custom script into maps is currently complex. Are there plans to implement Galaxy scripting directly into the editor?
A. There are currently no plans for Galaxy script editing in the editor itself. However, through the Import Manager it should be pretty easy to add in your scripts as necessary. Are you having trouble doing it that way?

It is stupid currently to upload custom scripts using the import manager each time in my opinion. Does this bother anyone else or am I just lazy?
05-01-2010, 03:16 AM#2
TriggerHappy
I actually kind of like the idea of file oriented libraries.
05-01-2010, 03:22 AM#3
Deaod
Quote:
Originally Posted by Something i wrote on Bnet forums
Its not so much that i have a problem with importing, its that id have to use a third party editor to write these imported scripts. I expected more. Especially since that requested feature was already available in WC3 (and really comfortable with some user-created modifications to the WE).

That response also doesnt explain how to use galaxy directly instead of the GUI for everything. Writing is a few times faster than clicking through endless dialogs. I dont want to spend time messing with the GUI.
I think that answer is a very short-sighted one. Especially when youre talking about a feature lost from the WE.
05-01-2010, 06:43 AM#4
Jazradel
I must be missing something, because this seems completely intolerable.
05-01-2010, 11:25 AM#5
Troll-Brain
Yes, i don't see why allowing to convert a trigger in plain galaxy would a lame suggestion.
Have to import a library each time you edit it is totally crazy.

This editor is powerfull (data editor) but it's really a pain in the ass if you don't wan't to use GUI but only galaxy.
05-01-2010, 04:09 PM#6
TheSecretArts
Quote:
Originally Posted by TriggerHappy
I actually kind of like the idea of file oriented libraries.

I'm fine with the idea of fire-oriented libraries, but the fact is that it is a complete pain to get custom scripts into SC2 maps compared to WC3 and makes development of scripts hard because everytime you want to test a script, you have to reupload it rather than it being in the editor and already in your map.
05-01-2010, 06:27 PM#7
Archmage Owenalacaster
It's a sad day.

Seems I shall be importing my scripts.
05-01-2010, 07:50 PM#8
Vexorian
Bleh. Honestly, there is no reason to use galaxy now.

* It is going to be awful hard to use it in the editor.
* The language itself is horrible.
* Most the issues that made wc3's GUI suck so much are gone.
* The object editor is so flexible you won't need to code spells 99% of the time.
05-01-2010, 08:07 PM#9
Troll-Brain
But still, you can't write GUI, just click, click and click.
It's a pretty major issue for me.
Plus spells are not all.

Meh, i guess i will do it in the hard way ...
05-01-2010, 08:13 PM#10
ploks
And there are more to code than spells... which must be coded in a badly supported .galaxy or GUI...
05-01-2010, 08:19 PM#11
Vexorian
Quote:
Originally Posted by Troll-Brain
But still, you can't write GUI, just click, click and click.
It's a pretty major issue for me.
Plus spells are not all.

Meh, i guess i will do it in the hard way ...
SC2 GUI is much easier than wc3's though, thanks to the tree view of each action/condition etc , it requires less clicks.

As annoying as the clicks are, they are less annoying than all the stunts you'll need for galaxy.

Quote:
And there are more to code than spells... which must be coded in a badly supported .galaxy or GUI...
GUI actually has as many features as galaxy anyway. You can basically write the other stuff in GUI. it sucks, but blizzard is not giving us a real alternative.
05-01-2010, 08:54 PM#12
Archmage Owenalacaster
The object editor is impressive; while it reduces the code we would otherwise need for spells, there is more to scripting than just spells.

GUI is a pain in the ass to navigate and I am unable to script effectively with it. It supports all of the same features as galaxy, granted, nut that is hardly the issue. I'd sooner jump through hoops to implement a written script than waste time navigating submenus.
05-02-2010, 11:01 AM#13
Anitarf
Vex has a good point, though. If you think of a typical WC3 map (an AoS or a TD or pretty much any other map) and remove all the custom spells from it, what remains can pretty much be easily done in GUI without much consequence. Even if it leaks like crazy, an AoS or TD creep spawning system isn't much of a problem since it only gets to spawn a few hundred units each game.

So, now that the data editor allows us to make most spells without trigger support, we can easily use GUI for the few things that are left. It may not be your preferred tool, but at least it is an adequate tool.

Of course, if you want to make an entirely scripted map, like a 3rd person shooter, then the lack of pure Galaxy support is an issue. Still, with some effort it should be possible to establish a decent development environment where you can somehow automate the import process so your map has the latest version of the libraries every time.
05-03-2010, 12:04 AM#14
Captain Griffen
Pure galaxy support:

- Make trigger.
- Custom script.
- Top of custom script: 'return true; }'
- Bottom of custom script: 'bool BlizzSucks() {'
- Your Galaxy code in the middle.

Lame but works.
05-03-2010, 02:41 AM#15
Nuclear Arbitor
Quote:
Originally Posted by Anitarf
Of course, if you want to make an entirely scripted map, like a 3rd person shooter, then the lack of pure Galaxy support is an issue.

remember their Nova game from that editor trailer?