Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Using Comments in Mapmaking
Using Comments in Mapmaking
May 6 2008, 5:01 am
By: SOLAR
Pages: < 1 2 3
 

May 11 2008, 5:27 am A_of-s_t Post #41

aka idmontie

You guys should just output *.trg files using javascript... that way all your commenting is restricted to the *.js file and does not take up any strings... I use Notepad++ to do this since I can create collapsable boxes and search for a trigger. Its really simple and efficient... Hell, I was able to make the triggers for a diplo in one hour with this -- AND I was able to enhance my C++ coding abilities!



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May 11 2008, 5:29 am Atlos Post #42



I would if I knew how...



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May 11 2008, 5:33 am A_of-s_t Post #43

aka idmontie

http://www.staredit.net/?p=tutorials&tut=67

I'd give you the Wiki link, but my article was just so kick ass, that it broke the Wiki! But seriously, this is a long article and it fucking broke the Wiki!



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May 11 2008, 5:44 am Atlos Post #44



That didn't explain much, seemed like it was intended for modders. :(



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May 11 2008, 5:44 am A_of-s_t Post #45

aka idmontie

Quote from name:Urmom(U)
That didn't explain much, seemed like it was intended for modders. :(
Yeah... I never got around to creating one specifically designed for mappers. Its the same basic conecpt though...

Actually, I'm going to have time this week, I'll write a tutorial specifically for mappers.



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May 11 2008, 6:25 am Falkoner Post #46



Yeah, that's what I tend to do with my maps, wasting strings in order to comment is not worth it. And not being able to just see the actual trigger actions without double clicking the trigger itself is also annoying to me.



None.

May 11 2008, 6:59 am Wormer Post #47



I am usually writing triggers in SCMD text synthax, so commenting is not wasteting strings.

Quote from A_of-s_t
You guys should just output *.trg files using javascript... that way all your commenting is restricted to the *.js file and does not take up any strings... I use Notepad++ to do this since I can create collapsable boxes and search for a trigger. Its really simple and efficient... Hell, I was able to make the triggers for a diplo in one hour with this -- AND I was able to enhance my C++ coding abilities!
So, you're using js to generate text files, aren't you? An interesting concept. It seem you're familliar with programming. You might be interested in my MacroTriggers language, which I am createing to minimize all tedious work for copying and to help triggers' coders better organize their data. Have a look at warbox forums: http://www.warbox.us/viewforum.php?f=45. You know, when I'm talking about MacroTriggers noone seem to understand... I know, I should explain things better, but I have not got time for broad explanations now. However the information provided on warbox should be sufficient to try it and, of course, you can always ask me a question. I really need your feedback.



Some.

May 11 2008, 12:38 pm Brontobyte Post #48



Contrary to popular ideas, I like the GUI of the Classic Trigger Editor. Yeah its takes a lot longer then regular triggers do, but it walks me through the trigger making process. It wont let you finish a trigger unless all value fields are filled. I can't tell you how many times that I have this crazy GUI error when making triggers in text form and using the Text Editor with Scmdraft2. Yeah I do use Notepad++ to change the variables for a lot of different triggers at once that fit the right conditions. Alt+H and then remove it and replace it with the new information. I used this method while creating the numerous similar triggers in Micro Bound v2. It has 64 triggers for each color, Red and Blue. 128 triggers just for that. Then it has 64 triggers that create a burrowed unit, and another 64 that remove it. Total 256. Then to top it off I have 64 more triggers that disable a unit in each location. Thats a running total of 320 triggers. They all have about 6 variables that differ from trigger to trigger and that were all easily replaceable using the Text Trigger Editor. It has its ups and downs.



None.

May 11 2008, 3:50 pm Falkoner Post #49



Yes, many mappers make their original triggers in Classic, since it is actually sometimes faster to do than to type out whole new triggers, but when it comes to copying triggers, nothing beats text editing.



None.

May 11 2008, 3:58 pm BiOAtK Post #50



I go:
Comment
Triggers
Preserve



None.

May 11 2008, 6:29 pm fritfrat Post #51



I felt like making a poll for the order thing instead of just responding. On topic, though, I always use comments just because it makes the lines so much smaller, I know what's inside the triggers, and it's very useful for arranging everything in proper trigger order. I often keep the same string in use if it's a very repetitive change, though.



None.

May 11 2008, 7:29 pm A_of-s_t Post #52

aka idmontie

Quote from Wormer
I am usually writing triggers in SCMD text synthax, so commenting is not wasteting strings.

Quote from A_of-s_t
You guys should just output *.trg files using javascript... that way all your commenting is restricted to the *.js file and does not take up any strings... I use Notepad++ to do this since I can create collapsable boxes and search for a trigger. Its really simple and efficient... Hell, I was able to make the triggers for a diplo in one hour with this -- AND I was able to enhance my C++ coding abilities!
So, you're using js to generate text files, aren't you? An interesting concept. It seem you're familliar with programming. You might be interested in my MacroTriggers language, which I am createing to minimize all tedious work for copying and to help triggers' coders better organize their data. Have a look at warbox forums: http://www.warbox.us/viewforum.php?f=45. You know, when I'm talking about MacroTriggers noone seem to understand... I know, I should explain things better, but I have not got time for broad explanations now. However the information provided on warbox should be sufficient to try it and, of course, you can always ask me a question. I really need your feedback.
I'll check it out, but I already have all the information saved on my computer for easy trigger creation. And besides, .js gives me greater flexibility.



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May 11 2008, 10:01 pm Wormer Post #53



Quote from A_of-s_t
Quote from Wormer
I am usually writing triggers in SCMD text synthax, so commenting is not wasteting strings.

Quote from A_of-s_t
You guys should just output *.trg files using javascript... that way all your commenting is restricted to the *.js file and does not take up any strings... I use Notepad++ to do this since I can create collapsable boxes and search for a trigger. Its really simple and efficient... Hell, I was able to make the triggers for a diplo in one hour with this -- AND I was able to enhance my C++ coding abilities!
So, you're using js to generate text files, aren't you? An interesting concept. It seem you're familliar with programming. You might be interested in my MacroTriggers language, which I am createing to minimize all tedious work for copying and to help triggers' coders better organize their data. Have a look at warbox forums: http://www.warbox.us/viewforum.php?f=45. You know, when I'm talking about MacroTriggers noone seem to understand... I know, I should explain things better, but I have not got time for broad explanations now. However the information provided on warbox should be sufficient to try it and, of course, you can always ask me a question. I really need your feedback.
I'll check it out, but I already have all the information saved on my computer for easy trigger creation. And besides, .js gives me greater flexibility.
Check it please. You say js gives you greater flexibility, greater than what? The problem with js might be that it is not very graphic to imagine the whole image of triggers you're creating. You may miss seeing the forest behind the trees. I'm trying to achieve the flexibility you have using, for example js, along with simplicity of reading and understanding written triggers.



Some.

May 11 2008, 11:44 pm A_of-s_t Post #54

aka idmontie

Quote
Check it please. You say js gives you greater flexibility, greater than what? The problem with js might be that it is not very graphic to imagine the whole image of triggers you're creating. You may miss seeing the forest behind the trees. I'm trying to achieve the flexibility you have using, for example js, along with simplicity of reading and understanding written triggers.
Greater than anything... javascript allows me to automatically out put various files, each with various properties. I could make four variants of a diplo map in two clicks of my mouse. I can comment the hell oit of something -- all while improving my C++ abilities.



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May 12 2008, 2:17 am Atlos Post #55



I'm sort of confused on what you do A_of-s_t. Care to post screenshots? I don't get how the javascript outputs trigger files. Did you code javascript for each trigger or something?



None.

May 12 2008, 10:37 am Wormer Post #56



Quote
Greater than anything... javascript allows me to automatically out put various files, each with various properties. I could make four variants of a diplo map in two clicks of my mouse. I can comment the hell oit of something -- all while improving my C++ abilities.
Have you tried Macro Triggers? It is designing to allow you anything as far as it goes to triggering. You could automatically output various files with it and use variables as well. Though it is not so powerfull for now but you can already make quite a thing with it.



Some.

May 16 2008, 1:57 am SOLAR Post #57



Another good thing about commenting, is when you are editing a map that you havn't worked on in a long time, it's nearly impossible to pick back up where you left off without some sort of verbal direction. Having no comments overwhelms the mapmaker who's not extremely familiar with the triggers.

Another thing I do, is when I'm using death counters, I will list under p9 what they do, for example, condition : never - Action : Comment - w/e the death does. That way it's easy to return to work on the map!



None.

May 16 2008, 3:54 am Falkoner Post #58



That's why you don't leave map making when you're in the middle of a map, you finish it first :P



None.

May 16 2008, 4:13 am Demented Shaman Post #59



Quote from Falkoner
That's why you don't leave map making when you're in the middle of a map, you finish it first :P
As if anyone even finishes maps in the first place. :-_-:



None.

May 16 2008, 11:03 am Brontobyte Post #60



Quote from Anonymous
I go:
Comment
Triggers
Preserve

NEVER!

I always thought, along time ago, that when you placed the preserve trigger before all of the actions were fired, it would repeat the trigger, granted that the conditions were met, and exclude the actions below the preserve trigger action. :P Little did I know that this was wrong. :)



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