Staredit Network

Staredit Network -> StarForge -> Mathimatical Starforge?
Report, edit, etc...Posted by Heimdal on 2005-02-18 at 10:09:33
Well, that's exactly the point. The program makes all the various necessary triggers so that you don't have to. Like I said, you can control exactly how many triggers are created in the declaration of the variable. If the mapper makes more triggers than necessary, it's their fault. No matter how easy I make it to do certain things, you still need to know something about what you're doing to get any benefit out of it. SF isn't for morons....now I'll just wait until a "Starforge for Dummies" book comes out...
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-18 at 12:12:41
I mean, these systems are nice and useful, but it still takes up triggers. ARGH that's what I said. Um, how can I put it? The system can't be used to its fullest potentiential because it uses craploads of triggers?
Report, edit, etc...Posted by Heimdal on 2005-02-18 at 17:04:59
Then don't use it if you're not trying to make craploads of triggers. This system is meant to remove the monotony of making many triggers where there are only slight changes to the conditions and actions, which is a very common task in mapmaking.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-18 at 22:40:41
This'll cause a ton of math qustions to pop up on the forums, tongue.gif but it would be a very helpful option. Would it work with all conditions and actions with number variables?, or only those that are most commonly used, like kill units and set score or something.
Report, edit, etc...Posted by Heimdal on 2005-02-19 at 12:09:05
QUOTE(Heimdal @ Jan 27 2005, 09:29 PM)
Of course, you could use this for just about any parameter too, not just numeric ones.  You could programmatically access locations, strings, units, whatever you wanted.
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Of course, you would need to know the numerical equivalent for the parameter you want. It would take a little work to make this apparent for every paramter type (especially things like comparisons, etc).
Report, edit, etc...Posted by MOOSEnSQUIRREL on 2005-02-26 at 14:41:08
it's hard to see the potential if youre not used to using mathematical programming like Matlab. everything that people have done so far using SE's capabilities, incorporating mathematical language would at least triple the possibilities

think about it...exponential upgrades. wooooowwwww....

blizzard probably wouldn't be too happy about this because it would be almost like letting you into the source tongue.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2005-02-26 at 15:52:44
I will love this. The fact of using variables in Starforge makes us programmer-types feel tingly biggrin.gif
Report, edit, etc...Posted by Doodle77(MM) on 2005-03-14 at 14:35:03
what about making loopish things to create triggers - i think you would call them macros by being able to say
Trigger
Players:
¤ Blah player
Conditions:
¤ Switch(Switch 1,Set);
Actions:
¤ for(i=0;i<11;i++) {
¤ CreateUnit(1,zergling,"1-"+i,P1);
¤ KillUnitsAt(All,Anyunit,"1-"+i,All Players);
¤ }

that would make it so frigging easy to create bounds and repetitive triggers
SO EASY! MAKE IT PLEASE!!!!!!!!
Report, edit, etc...Posted by Heimdal on 2005-03-14 at 16:37:58
Yes, looping structures is on the to-do list along with custom functions and variables...
Report, edit, etc...Posted by Doodle77(MM) on 2005-03-15 at 16:11:27
Actually i was thinking again, what about something like this
for(i=0;i<11;i++) {
Players: BlAh Player
Condition: Switch i is set
Actions:
for(k=0;k<11;k++) {
CreateUnit(1,zergling,"1-"+i,P1);
KillUnitsAt(All,Anyunit,"1-"+i,All Players);
wait(10)
}
}
cuz then its like BOOM- most of my bound is done, that would take like 3 seconds!!
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